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WorldWorksGames :: View topic - Dwarf Mountain Stronghold. At a complete loss.
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Dwarf Mountain Stronghold. At a complete loss.
http://www.worldworksgames.com/forum/viewtopic.php?f=66&t=12162
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Author:  adamcboyd [ 04-21-2013, 05:12 PM ]
Post subject:  Dwarf Mountain Stronghold. At a complete loss.

OK. Here is my issue. I have a large, sealed off (except for the crack that the PCs will find in the mountain) Dwarven Stronghold in Stormspear Mountains (PF).

I will be using all three (3) sets of the Lost Halls Set. Problem is, I am at a total loss how to make a large (we have two banquet tables pushed together) and VERTICAL build. I want to be able to use the snow tiles from Lost Halls in the first leg of the dungeon but I need them to enter the whole of the thing from a crack in the foothills of the mountain and travel upwards where the final campaign boss awaits. I want to take advantage of the entire set of options to maximize visual impact, however, I don't know how to incorporate the snow tiles NOT at the top level. Possible a caved in area where the snow has fallen down?

However, if I use the Lost Halls snow tiles at the end and forego them now, which still allows me to have them go through the three main and separate dungeons in ascension, how do I concept a multi tiered dungeon, that takes up 2x2 standard foarmcore sheets as it's base (so what is that? 40x60?) and built something vertical, that still maintains the fog of war?

Ideas? I would love to collaborate as this is a huge undertaking and I haven't even mentioned the 3 other settings in the campaign:

Total settings. Each 40x60 play areas. All WWG sets.
Dungeon 1: Lost Halls
Wild West: Ghost town, canyon, and Deadwood-ish town
Dungeon 2: Lost Halls: Lair
Post-WWIII: Destroyed, Streets, Mayhem, and Armoury
Dungeon 3: Lost Halls: Tombs
Future: Mars Station, Red Sector (several misc. props from other sets)
Final Boss Fight: ??? Probably Top of Forgotten Fortress using Snow Tiles from Lost Halls

Any questions, I would love to hear them. Any ideas, I would love to hear them more.

We also use LED's in the terrain for lighting (such as modded lightpoles from streets with actual LED's in them) and a cieling mounted projector shot against a 45 degree mirror to project torch light and place overlays on the table of maps, photos, video, whatever, when we are not using the WWG models for whatever reason.

I will be happy to keep you updated on the projects and will give full credit to any ideas of concepts shared!

Can't wait to hear from you!

- Long time listener, first time calllaaaa!
- Adam

Author:  Talae [ 04-21-2013, 06:34 PM ]
Post subject:  Re: Dwarf Mountain Stronghold. At a complete loss.

This seems like an immense undertaking. What do you currently have built already?

Scour this thread for ideas (including at least one tower in the Dwarven quarter links): viewtopic.php?f=5&t=9238

Also, if you don't have the planner, I would get that and start trying out layouts. http://www.worldworksgames.com/store/in ... product=87

Author:  adamcboyd [ 04-21-2013, 06:49 PM ]
Post subject:  Re: Dwarf Mountain Stronghold. At a complete loss.

It totally is! But we are a go big or go home group. I have an MX882 w/CIS (1000ml of each 5 color), a SD, a Cameo (which is just a paperweight since I can't get it to work yet with the reg marks), and an entire bedroom dedicated to our game complete with projection screen Herolab.

So far, I spent a week cutting and printing about 300 pages of Lost Halls and Hinterland trees. I am in the folding and gluing stage as I have some cheap things we use and require work-a-rounds. Such as using the $1 a sheet foarmboard from Dollar Store which is 1/8 smaller than the $8 black stuff. However, speedcutting (hand machine cutter) 3 extra templates per tile makes up the difference so, work smarter (read: cheaper) not harder (read: harder).

I am currently working on D1: Lost Halls and even though I have about 20 floors done and ready so far (80% plain [no bird logo or snow] 17% snow, 3% bird), about 40 walls, two fist full of posts, no balconies, or the like....I don't want to set the printer to turbo and blow out the belt on the SD until I can figure out a logical way of having them ascend the dungeon while maintaining the fog of war for rooms above.

Should I build the thing 6 stories high, remove 5, start the game, then when the get to next level, lay over just the rooms they come to? Lay entire level to level? Have them descend and suspend belief that they are actually ascending? This is my dilema.

- Adam

Author:  Zenguy [ 04-21-2013, 07:16 PM ]
Post subject:  Re: Dwarf Mountain Stronghold. At a complete loss.

Amazing project :-o

Sounds like you need the to map this out and work out what you'll need for the build. It's $7 very well spent, especially for a project like this.

Author:  Talae [ 04-21-2013, 07:21 PM ]
Post subject:  Re: Dwarf Mountain Stronghold. At a complete loss.

I build my stuff in meaningful chunks that typically fit in a footprint of 3x3 tiles that are actually connected with tabs. That way I can remove chunks and play on the terrain. I also suggest having a large area of the table with nothing on it in order to move pieces over to when needing to be on two levels at once.

I have draped sheets/cloth over things for fog of war. I have also removed it entirely or covered with custom-cut pieces of plain-white cardstock.

I have never gone that big at once though. I have probably maxed out at four levels in a footprint of 3'x3'.

Author:  adamcboyd [ 04-21-2013, 10:26 PM ]
Post subject:  Re: Dwarf Mountain Stronghold. At a complete loss.


Author:  anvil [ 04-22-2013, 01:46 AM ]
Post subject:  Re: Dwarf Mountain Stronghold. At a complete loss.

I wonder if the desire to go up isn't causing you trouble. It's a simple thing to start at the top and conceal the lower levels with the upper ones, but the reverse is harder. Each layer would need to be discrete and removable so you could keep it out of sight until needed. This in turn makes larger, 2 or more level rooms harder. It will also take away the visual impact of a huge multilayered layout on the table to explore. I would suggest a more traditional approach and start at the top and work down.

Author:  Ghenghis_Ska [ 04-22-2013, 08:57 AM ]
Post subject:  Re: Dwarf Mountain Stronghold. At a complete loss.

Huhm...

First answer me what is the visual aspect you are trying to get across to your players?
The shear size and scale of the place? or the details and nooks and crannies of the layout?

If it is the Shear size of the place, I think you got the set up you need to do it.

If i were you I wouldn't build the whole layout, I would print off the needed materials for just about any amount of stuff that would go into a level, and as they go up a level build that level, tearing down the other and just replacing it on the play area. And not have the whole thing built.

To get the idea of the shear scale, use some of that cheap foam core and just stand it up representing the volume of the whole thing, as it is 6 levels is only a like a foot + (likely no more than a foot and a half). I would use the foam core and exaggerate the height to truly epic scale, making it the full 20 or 40 inches, with a few (4 is all you need i think, maybe 6 to cover the top as well) you can make a huge cube, and say "this is the area you are exploring"
You could use the projector to put an image of the wall texture or what not on it to give it more visual appeal than a big white (or what ever color it is) sheet of foam core. But you would get the size of the whole complex, with out giving away any detail.

Unless you have a huge open chamber in the middle with multiple galleries rising off of it for a number of levels, but even then you can do that, you just don't make a "box", you frame out those areas and maybe do some rough line work (or even not so rough, slap on a few wall sections to cover the sheet) and have them rising out in the shape of the layout.

You get an immense area presented to get the visual smack in the face to the players with out making each level before hand. This gives you the ability for them to encounter as they go an not give anything away as they just see the shape of the area.


Or if you must build every level
Don't put in any of the walls. make a TON and I mean TON of extra 4 way posts, scatter them about the inside of the build (ideally one at every spot that will hold it) as support columns for the floor above, and linkers to hold the build together and just leave the inside open with no walls just loads and loads of 4x4 posts, this way they get the same scale but as you remove a level there is no wall or room layouts to give way.

Author:  adamcboyd [ 04-22-2013, 01:26 PM ]
Post subject:  Re: Dwarf Mountain Stronghold. At a complete loss.


Author:  adamcboyd [ 04-22-2013, 09:40 PM ]
Post subject:  Re: Dwarf Mountain Stronghold. At a complete loss.

As promised...

Sometimes it is easier for me to shoot video than to type due to my injuries. Hope this gets the point across better.



I know it's a confused idea and a challenge but that is what we do. The creativity it breed is exactly why we play the games we play and make the things we make. I am open to even radical suggestions. Please to remember I rent my apartment...hehe.

- Adam

Author:  riddles [ 04-23-2013, 12:52 AM ]
Post subject:  Re: Dwarf Mountain Stronghold. At a complete loss.

Ah, just watched video. Definitely makes sense! :)

What I would do is to make it all <whimper>. With cliffs on the sides, thus making the whole mountain! :-o

Trust me, when they walk in, that's your WOW factor! :D

Then when you play, take away all bar the lowest level (remembering to paper cover where they can't see when you build it to give the FOW effect).

As they go up, leave the lower levels in place, and put the next layers on (again with paper overlays) as they get there. (where you pre build and leave the levels is your problem! :p )

You then "rebuild" the effect as they go back up the mountain, with the biggest WOW! when they fight the end level bad guy (as it should be of course!!). :D

My £0.02 anyway!

Riddles

Author:  Nickydude [ 04-23-2013, 02:50 AM ]
Post subject:  Re: Dwarf Mountain Stronghold. At a complete loss.

Why not take & print photos of the levels and give them to the players as the enter, that way they could have the wow factor and you don't have to present the entire thing all in one go.

Author:  tatteredking [ 04-23-2013, 07:11 AM ]
Post subject:  Re: Dwarf Mountain Stronghold. At a complete loss.

Awesome project, man! I would love to have the room to do this kind of thing!

How about this. Make 2 versions.

yeah I know, you are looking at me and saying, "Man,a re you high?" but just listen.

You make two versions. One is the outside of the mountain, using Hinterlands, Cliffs and whatnot. Have this set up on your banquet tables when they walk in for the evening of gaming. WOW! Holy crap! Really Cool! Then have some kind of huge battle out front that lasts most of the evening, and then have to figure out how to get in. Once they are in, describe it, have some big nasty evil thing pop out, and immediately break for the evening. leave them with a cliffhanger.

THEN, before your next session, comes version 2, the first level of the inside, which you either have the first level all laid out on your banquet table, or have each area made up modularly, so you can add in a 2'x2' area when they move into it. Mentally, you should be able to figure out how long they are going to take to get to level 2, giving you time to build it.

Then when they reach level 2...you pull out the sections of level 2 and place it on top.

When they are on Level Two, then, between sessions, you remove level 1, and can recycle it if needed.

Awesome project. Like I said, I'd love to have the room and the time to do this.

Whatever you do, take pictures!

Author:  adamcboyd [ 04-23-2013, 01:59 PM ]
Post subject:  Re: Dwarf Mountain Stronghold. At a complete loss.

OK Guys, so I think I am leaning towards this angle. Build (using Cliffs) the actual sides of the mountain and the surrounding area with Hinterlands and possibly Garden. And nestled in the middle will be the dungeon. I haven't determined the height yet. I will need to see how tall I can make the mountain using Cliffs and what not. Once that is figured out (suggestions please) then I can build the "shell" of the entire dungeon. Walls, floors and posts to support it but no interior walls and no rooms "seeded" as I call them (interior items, walls complete, etc)

I will then send the players out of the room and remove all levels but the bottom. This will also have a cool effect to have the top all snowy like that one promo shot for Lost Halls. When they are out of the room, I will remove to bottom level. Build that level and, now here is the decision...remove everything and seed each room individually (which is kind of nice because you build what they actually see as PC's) as they go along, possibly having rooms pre-built....OR...build the entire level (based on assumption that they will not make it up 4 more levels that game) and cover non-discovered rooms with foamcore or spare Lost Halls tiles (however, that gives them a peek at the turns and rooms that lie ahead).

I am going to upload my "work in progress" planner file. PLEASE FEEL FREE TO MODIFY (if you are the kind of person with that kind of time and want to help out with my project [i'll find some way to repay you]). So far, I have a half asleep attempt at the hallway leading in from the crack. The play space is 40x60 which is 4 of my $1 foamcores as shown in the video. This now should probably change based on adding the actual mountain side and surrounding area. This may lead to a smaller footprint for the dungeon but that can be a blessing in disguise as we can make up for it by BUILDING UP! YAY! haha

Anyway, let me know what your further thoughts are and feel free to modify and USE my ideas at your own table. Consider this opensource papercrafting. Oh and the random tiles in the plan are just that. Not in place yet. Remember, I still have secret doors, traps, story rooms, shit like that to add but I feel like that would be easy to place once I have the pragmatical architecture in place.


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