In lieu of such tools, I’ve been experimenting with various types of dice to see what the results spread would be if I decide to randomly stock the map. I divided the map, which is 17 x 25 hexes, into five sections comprised of 85 hexes each (five columns of 17 hexes). I then when through the sections rolling a different type of die for each hex found within. On a roll of 1, I made a note that a ruin or something similar is found in that hex; on a result of a 2, a lair would be encountered. What follows are the results for each:
Method I (d6): 25 events (30% of the total hexes)
Method II (d8): 23 events (27% of the total hexes)
Method III (d10): 17 events (20% of the total hexes)
Method IV (d12): 15 events (18% of the total hexes)
Method V (d20): 12 events (14% of the total hexes)
Leaving out castle and citadels for the moment, I’m thinking that Methods III & IV give me the nicest percentage for a pulp sword & sorcery campaign. I don’t want the PCs tripping over something every few hexes, but don’t want to make overland travel uninteresting. Does 18%-20% of the map sound about right to you folks? Anyone know the Wilderlands breakdown off hand?
The random method has also produced a few groupings of results, where two or more lairs/ruins lie next to each other. I’m thinking about turning those results into a single, large ruin or lair rather than numerous smaller ones. Right now, however, I’m still experimenting with the results.
For those of you who have stocked hexmaps of your own, how did you go about it? Did you use a random method, perhaps one suggested in some rulebook that I’ve overlooked, or did you just place sites and encounters as you saw fit? Or maybe some combination of the two? I’d be very interested in exploring other options so please comment away.