Results for tag: map
Posted by: ArtVenn on Sep 20, 2012 at 12:27:00 PM
Here's a format born from when I first pitched my homebrew Invasion.
Setup: Each player needs to either bring three planes, or a player needs to provide several planes (typically 3+ per player is good). Players then shuffle their Planar pile and set them down, working from the middle of the table, outward, so by the end you have a grid of planes. The last plane that each player puts down is where he or she starts off. Aside from that, each player needs his or her own deck.
Playing: Planar Collapse is a "flavour game". This means that if flavour says "no", you can't do it. What I mean by this is "Global effects" only have an affect on the plane that they happen on. There's no reason for an event on Mirrodin to effect Ravnica. Much the...
Posted by: ArtVenn on Aug 28, 2012 at 10:57:27 AM
Here is a format that was born when my group first played Eternities Map, but got the rules wrong. We all agree that we like this version better, though. So here we are, the Blind Eternities.
A player needs at least one Planechase Product (it will come with eight to ten planes), or about nine planes. Nine, Twelve and Sixteen are all really good numbers for planes... Anyway, these planes are then shuffled together, and then placed on the table in a grid. A token is then placed on the first plane (weather that be in the center or somewhere else doesn't really matter). This is the plane that everybody starts on.
Each player will have his or her deck. Typically this will be a normal 60 card deck, but it can be whatever your group...
Posted by: dmwanabe on Jun 12, 2012 at 07:45:31 PM
Ive been managing a D&D game for over 1 year now with my cousins. The rules of D&D are not for the common folk so i had to translate it into something more palpable to my family and friends. Using skills based on common games like Oblivion and Mount and Blade i had come up with a new system which everyone that played could easily understand (there are of course some problems with the system, but being the DM i could do as i please to manage the game).
Anyway the point of this blog is to share the maps i have created with the rest of the D&D community. If you like it, great, if you don't, do not download it. Anyway i hope you can use it to make your D&D games fun and interactive.
The maps i created are 25x48 inches. I had them printed in a tarpauline. Ill be uploading my recent...
Posted by: chaosfang on Jan 20, 2012 at 12:40:06 PM
This post might feel weird for some, because it has always been one of the DM's tasks to provide maps for the group. And for good reason: maps have always been one of the key elements of an encounter, adventure and campaign, especially when combat is involved. And maps have always been the guide for both players and DMs alike to know who or what is where.
[ Before I continue, let me point this out: I am not referring to just board-based maps, I'm including in the discussion mentally-pictured maps, in the so-called "gridless games". Even if you don't draw a map, the fact that, even if it's just in the mind of the DM, you've pictured how many prison cells are in the section of a prison, and where the guard station is relative to the prison cells, and where in the guard station the guns, rations,...
Posted by: wrecan on Oct 21, 2010 at 09:58:49 PM
This article introduces an optional mechanic that makes combat a little more manageable from a narrative standpoint, but also makes it a bit more imprecise. I call this mechanic “knots”. Credit for this idea has to go to AlexandraErin who, in her blog, devised a similar concept for her ACME system, with clusters
When many characters are engaged in melee combat with one another, everybody seems to be essentially adjacent to one another. With a battlemat, it is easy to determine who is actually adjacent, who reachable, and who is only near. But without...
Posted by: ZeroPoint on Aug 13, 2010 at 08:30:39 PM
I've recently gotten interested in online games, and decided to look into creating some of my own maps. Here are the results of my first attempt. The building is a church, and this being D&D I tried to design it with potential combat encounters in mind.
The worship area is empty to allow congregants to kneel on the plush carpets, and coincidentally makes a wide-open area for combat to develop ;). The columns provide some cover for sneaky types or crafty belligerents looking to turn the enemies' flanks.
The upstairs area looks down on the first floor, providing ample opportunity for the truly ranged fighters to cover their allies. Three points of access allow the upstairs area to be assaulted if you want to sieze the high ground.
I'd love to hear what you think! I've also got gridless...
Posted by: Knight-of-Roses on Aug 13, 2010 at 12:08:40 PM
It is Friday the 13th and the Ides of August. Let us do some history:
Posted by: wrecan on Jul 1, 2010 at 06:39:57 PM
This is a follow-up to the blog on SARN-FU that I posted several months ago. If you are not familiar with SARN-FU, please read that blog before continuing with this one. (I have also amended that blog to add a useful fold-out rule sheet.)
Old School Feel
For many people who cut their teeth on Dungeons and Dragons in the 1980’s and 1990’s, the presumption that gaming groups will be using a battlemat with one-inch squares representing five-foot increments grates people the wrong way. Sure, D&D evolved from tabletop...
Posted by: DarthPancake on Mar 9, 2010 at 09:57:49 AM
Posted by: DarthPancake on Jan 23, 2010 at 09:51:58 AM
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