Worldbuilding & Map Start
This takes about 10 minutes. You are not building a whole world — just enough to start moving.
Solo Quick Start
1. Character 2. World 3. Exploration 4. Session Loop
-
Step 1 — Make a character
You need a name, a concept, and a few items. This takes about 5 minutes.
-
Step 2 — Pick a map style
If unsure, pick hexgrid — it is the easiest to start with and grow later. Pointcrawl is fastest if you just want to name a few places and begin.
-
Step 3 — Seed your region
Name one home settlement, one nearby danger, and place three unknown sites: one opportunity, one threat, and one mystery.
Step 4 — Pick Your First Objective (d6)
Roll a die or just pick one.
First Objective Picker (d6)
| d6 | First objective |
|---|---|
| 1 | Scout a route to a rumored ruin before a rival group claims it. |
| 2 | Salvage one working relic component needed by your settlement. |
| 3 | Survive a local shortage by finding water, fuel, or medicine fast. |
| 4 | Deliver a message or package through territory that just became unsafe. |
| 5 | Verify whether a nearby landmark is real, false, or already occupied. |
| 6 | Recover a missing person last seen near one of your three unknown sites. |
Continue to Exploration Continue to Exploration Open Solo Session Loop Check Settlements
That is everything you need to start. The sections below are reference material — read them when you are ready to go deeper.
Duet and Table Routes
Duet Route
- Build map around one clear personal objective and one opposing clock.
- Keep travel choices to 2-3 meaningful options at each step.
- Ensure each route has at least one non-combat progress path.
Table Route (Party)
- Create three starting routes with distinct reward profiles.
- Tag each route with one role spotlight (scout, face, muscle, support).
- Keep regional pressure shared so party choices reshape the same map.
Player Quick Rules (Solo World Start)
- Name your starting settlement and one nearby danger.
- Choose your first objective: scout, salvage, or survive.
- Reveal new map details only after travel or rumors.
- Keep one blank area on your map every session for surprise.
Referee Procedure Loop (First 30 Minutes)
- Choose map mode from the table below.
- Place one home base and three unknown sites.
- Connect sites using your map mode rules.
- Roll one regional pressure and one opportunity.
- Start play and reveal only what your character can learn.
- After each session, add one discovered route and one changed condition.
Map Mode Chooser (No Jargon)
| Mode | Best for | How it feels | Prep load | Pick this when... |
|---|---|---|---|---|
| Grid | strict distance and tactical counting | board-game precise | medium | you want exact movement and clear counting |
| Hexgrid | wilderness exploration and unknown frontiers | open exploration with direction choices | low to medium | you want travel discovery and easy region growth |
| Pointcrawl | named routes between known or rumor-driven places | route-choice and destination drama | low | you want quick starts and meaningful travel decisions |
Pick in 10 Seconds
- If you are unsure, pick Hexgrid.
- If you want fastest startup, pick Pointcrawl.
- If you want strict movement geometry, pick Grid.
Sci-Fantasy Region Seed Table (d12)
| d12 | Seed |
|---|---|
| 1 | Crashed orbital spine leaking rare alloys. |
| 2 | Pilgrim route passing through a forbidden sink crater. |
| 3 | Trade town powered by an unstable relic reactor. |
| 4 | Fungal marsh where maps become inaccurate each dawn. |
| 5 | Warlord checkpoint taxing all salvage traffic. |
| 6 | Buried transit line with intermittent active stations. |
| 7 | Shrine-complex that rewrites local weather patterns. |
| 8 | Nomad flotilla that sells old world coordinates. |
| 9 | Glass desert hiding pre-collapse antenna forests. |
| 10 | Cliff city split by factional water rights. |
| 11 | Machine monastery preserving forbidden augment schematics. |
| 12 | Ruin-field where gravity shifts on storm nights. |
One-Click Deep Dives
Map Structures
- Pointcrawl and Hexcrawl Exploration
- Minimal Hex Stocking and Connectivity
- Die-Drop Regional Sandbox Generation
Travel and Pressure
World Response
- Waypoint Network Infrastructure Play
- Faction Action Turn and World Response
- Creating Powder-Keg Settings
Advanced/Edge Cases
- Hybrid works well: hexgrid for region scale, pointcrawl for cities and dense ruins.
- You can convert from pointcrawl to hexgrid later without restarting campaign fiction.