So after playing some strategy games, I have some new ideas for regions.
Link: Rolling Up Random Regions

I finally have what I think are a fairly well-rounded set of scores to reflect a randomly-generated region for play, organized on a table with ranges for values (3-18). Each score is oriented to reflect “higher scores are better for life.”


Instead of referring to the actual number of settlements, the settlement/capacity score refers to the maximum population of a region “before improvements.” You could think of a region “leveling up,” by adding buildings, roads, and stuff.

I say this because I was going back and forth over the “terrain/elevation” score, whether a higher score in “elevation” should mean mountains, or a higher score in “terrain” should mean valleys, which are generally better for supporting life.

Obviously, you could do better is “realism” by creating regions from a simulated world complete with plate tectonics and geology and stuff, but that seems a bit excessive . . . even for me. (But maybe not for Dwarf Fortress!)

Regions generated with these scores should start to tell a story.

High population capacity but low relative population?
– Sounds like they recently suffered a depopulation effect! (Plague?)

High mineral value and high vegetation?
– Sounds like a jungle full of hidden treasures to be unearthed!

Is your “heartland” a polar mountain?
– Sounds like a frost giant kingdom! (Or dragons?)

And so forth.

What I’d like to do is sit down with these scores, roll up thirty or so, and then try to explain them. And then, maybe try to create “classes” of regions, to reflect their um, narrative roles. You know, or whatever I can think of.

But there are other, bigger questions looming. (Bigger than region classes?)

The next questions I asked myself were these:

“How many hexes are in a region?”
“How many regions are in a world?”

See, because a region represents more than a single six-mile hex (which is the standard I’m using for overland mapping), it actually represents like the “average,” or “ideal,” or perhaps even the archetypal six-mile hex.

Obviously, you don’t have an entire region as a capital. A capital is simply contained within the region. A good place for a capital. Like, the center of an empire. In fact, it might well represent the center of an empire.

To answer the second question first, I’m inclined to follow Risk’s example of say, forty-twoish territories per “world.” Or at least, per relevant area of conquest.

Should that be a thing? Relevant Area of Conquest? R.A.C.?

To answer these questions, I will probably need to turn again to Scope.
Link: Changes in Scope

Let me know if you try out this region generator, and if it provides you with any insight into creating a place for a game or thing!