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Incorporating models into the game
Just finished putting together my first dungeon layout tonight, and I have to admit it looks great. I laid out the first floor of the "Haunted Keep" from the D&D Basic rulebook from years gone by. Now my question is: how have other DMs incorporated a dungeon layout into a game? Do you assume the characters possess a map of the dungeon, and therefore can see the whole layout? Do you use cards or cloth to cover parts of the dungeon until the characters are supposed to be able to see them? Do you leave rooms empty of fixtures and monsters until the characters enter that room, and then place them? I can't wait to spring it on my players, but I'm not sure how to do it right. Any suggestions would be helpful!
Post subject: Re: Incorporating models into the game
Posted: 08-03-2003, 08:20 PM
Sprocket Joined: 08-02-2003, 03:14 PM Posts: 9
It all depends on your players and how hard you want to make it on yourself. Haven't played with any 3-D layouts yet, but here's some ideas.
>If everything is set-up the night before then there is more time to roleplay >If the players are new to minitures then setup as much as you can before >If the players will meta-game alot set-up as little as possible
My personal preferences are: If its above ground I'd set-up a boarder edge so the players know where the walls stop. Not laying out the whole map, just putting out rooms when they get close but not see them. And putting in the details when the heroes can actually see the insides. If a monster or something is hidden I try not to place on the board. If the heroes did have a map then I'd layout the whole dungeon without putting in any details. (I'f have their map a little wrong and change a room or too around after they get in to it.
Post subject: Re: Incorporating models into the game
Posted: 08-04-2003, 04:49 AM
Boiler Joined: 07-23-2003, 07:43 AM Posts: 296 Location: A secret subterranean base
I've only just gotten my WorldWorks stuff, so I haven't used it much in play (read "at all" ), but when using things like battlemats & markers in the past, I tend to only put what's immediately relevant on the table. I don't like the players to get to bogged down in moving their minis like board game pieces for mundane things like "I walk over here and open the chest." while counting off squares, etc. (Yes, I've had players do this.)
When there's a combat or some reason that exact positioning is omportant, then I draw it out on the mat. With cool scenery, though, I might place it as they go and try to "map" the dungeon a bit at a time.
Post subject: Re: Incorporating models into the game
Posted: 08-04-2003, 07:38 AM
WorldWorks Developer Joined: 05-27-2002, 05:55 AM Posts: 10213 Location: Vancouver Island, Canada
My favorite technique is to pre-build everything and hide the unexplored sections with sheets of paper (black construction paper looks better). This method works great because you can really take your time before hand arranging props within each room and building "room-character". If your players are the patient sort then you can build as you go.
Post subject: Re: Incorporating models into the game
Posted: 08-05-2003, 09:16 AM
Sprocket Joined: 08-05-2003, 08:50 AM Posts: 2
I have now run games for the past 3 months using the WW models, and it has changed the way we game substantially. I created a 40" x 60" battle board using 4 foam core boards and using rubber cement to put the board templates on. I have made many many single detached walls (I love the new clip-it styles included in castles/keeps) and the sliders doors. I also have made as many props as I have needed.
I keep the props that I will use on a side table, next to the minis that will be needed, along with my walls and doors.
As needed, I simply use the wall segments to quickly create the current setting. Because my battle board is so huge, if the party goes too far one direction, I can simply "shift" the walls quickly to expand. The players even help here, as I say "move everything this way 20 squares". After the first few times, this became really second nature. Through creative use of supports, we have even had two encounters which were truly 3 dimensional, one where we had two intersecting caves at different levels (with a large high chamber between), and with the castles section, we had a really cool encounter with crossbows on the ramparts shooting down into the fray inside the walls, while combat rages beneath.
And as far as "mapping" is concerned, I do not tie myself literally to maps that I have preplanned. If I drew a wall as being 30', but my wall sections would be 40', then the room just got bigger. Perhaps the resulting dungeons don't quite fit in normal dimensions, but this is, after all, a game of fantasy.
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