Edit: Sorry...
I first loaed up the pictures, then edited-in a lenghthy explantation. I just notice the latter was lost in the net...
Have no time to do it again now... Will update later.
Edit:
part one re-written
will be contiued
Edit:
finishedWell, you gave me something to think... just couldn't resist ... although I'm personally not for a hexagonal board pattern at all.
Let me explain.
Rectangular tiles (normally square-shaped, I will use he term "square" in the following) are
- more athomspheric
- more intuitively useable
- more suited for "good" and easy gaming rules.
- Square tiles look more "natural" in an indoor quest setting. You can even use the floor plates of the dungeon itself (as does HQ), so the gaming grid appears as a "real" feature of the ingame world. Hexagonal floor plates may be possible, but they don't look as "natural" or realistic as square ones, expecially in a medieval setting.
Moreover, in a dungeon with "mainly" rectangular arranged corridors and rooms, it looks better when the gaming grid correspondents to this layout.
Even in an outdoor setting, a rectangular grid comes more "natural", as it is used in practically all carthographis systems. A mapwith altitude and longitude lines looks "real", as many vintage maps have this gridlines.
- We are used to think in rectangular patterns from the real world, and there is nothing wrong with this. A gaming grid with squares is therefore much more intuitive than one with hexes. We can readily organize it in our head in a "
X x
Y" pattern.
- Rules-wise the square tiles have the advantage of having
eight adjactant tiles around them, as compared to only
six ones of hexagonal tiles. You are free to ignore the "orthogonal vs. diagonal" difference at all, treating all adjactant squares the same. If you want however, you can use this difference as an advantage, for expamle for a greater variety of weapons, by giving some weapons the ability to attack diagonally, and forbid this for others.
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Having said this, a hexagonal HQ board is still an interesting concept to consider, even if only as a Gedankenexperiment.
Well, the main problem seem to be the drawing of the walls on the hexagonal pattern. There seem to be at least three default forms:
A - (top right) drawing the wall through the corners, "cutting" a bit off the hexes on one side
B - (bottom ritght) drawing it along the sides, cutting every second hex in half
C - (left) a combination of A and B in order to make rectangualr rooms.
Of these, A is clearly the most "perfect", from a geometric point of view. In A, the relation of each hex to each of its six sourrounding hexes and to each adjactant wall is always the same, whereas in B there are two, and in C even three, different forms of hexes as related to the wall.
As the original idea was to simplify the rules by eleminating the orthogonal vs. diagonal distinction, forms A and B render the whole hexboard project useless.
Of course, C is most satisfying from an aesthetic point of view. We will come back to this later.
For now, I will contiue using form A.
A slight improvement would be to shift the walls a little bit to not draw them through the corners, but throughthe middle of the sides.
With the "default" method A, when drawing through the corners, of the hexes neighboring a wall, one half on one side of the wall is "cut" a little bit (in the example above the brown hexes in the room), the other half on the other side is not cut at all (in the example the grey tiles in the corridor), although, technically, all this hexes are of the same size an in the same "relation" to the wall. In a full-drawn map the corridor will look wider and teh room smaller, although for the rules the corridor is still exacly one tile wide, and the room X x Y tiles big.
When we shift the pattern a little bit to the centers of the hex sides, all hexes are cut in the same way and all hexes along a wall have the same size.
This is just a quick thought, which makes little difference, but a minor improvment is still better than nothing, so I will use this form in the following.
Now, lets have a look to the middle section of the HQ board, drawn in the described way.
A hex pattern has three axes of symmetry, as opposed to only two in a square pattern. But it is still a two-dimensional pattern, so we can just choose two of its axes and correspond them to the two axes of the square-patterned original HQ board. The result is fully functonal and readily recognizeable:
Now we have something to work with.
The only drawback is aestehtical: the rooms are parallelogram-shaped and look somewhat odd. In a "medieval" dungeon we expect the layout to be mostly rectangular, and the odd angles disturb the ambiente of the quest map.
But the topology of a hexagonal grid is not changed when we warp it in the plane (as long as no lines are cut or intersected). So we can just scew the whole pattern by 30 degree to make the walls rectangular:
Now the looks are greately improved while the topology is unchanged. every hex still has six adjactant hexes, and there's no distinction of orthogonal neighboring (when we define it as "sharing a side") and diagonal neighboring (defined here as "sharing a corner, but no side").