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Switch to Forum Live View Episode 2: The Neon Run
1 year ago  ::  Dec 13, 2011 - 11:30AM #41
Prom
Date Joined: Jan 11, 2007
Posts: 2,125
It's very good, Caelik. The 1.5 metre measurement is for on foot battles, you could never manage this with vehicles or starships. When you are happy with the map just send me a copy by e-mail.

barefoottourguide just select any of the maps from the list on the second post that have not been done and go for it, if you still want to help with the maps.

I'm thinking I should just give episoide two's maps to Caelik. What do you think, Caelik?
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1 year ago  ::  Dec 13, 2011 - 2:00PM #42
barefoottourguide
Date Joined: Nov 19, 2007
Posts: 1,043
I'll take Black Sun Rising.
Garrett
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1 year ago  ::  Dec 13, 2011 - 3:15PM #43
Caelik
Date Joined: Mar 14, 2009
Posts: 22
I'd be down to try. I think that that was the disconnect btw. If I were doing a vehicle scale map, it would probably be at least 4.5 meters to a square to accomodate swoop bikes. As I read it though, the Crashing a Party encounter is at character scale (possibly converting to vehicle scale for the chase with Nar Meebo). That's why I wanted to focus it down to the 1.5 meter level. 
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1 year ago  ::  Dec 13, 2011 - 6:40PM #44
MasterStarider
Date Joined: Jun 30, 2008
Posts: 140
Hey all,


Wow!  Awesome work, everyone...


Caelik, we'll follow your lead here.  'Crashing a Party' is at character scale.  Gotcha concerning that entire map is the pit.  My bad.


New map looks awesome, and two pages is no prob.  Any other map expansion can easily be inserted at back, with notes.  The encounter description has relevant 'Features of the Area' notes and hazard stats.  If you include more, I can easily write them in (though don't go too crazy).  Can you split the map physically in two (ie two pictures), so inserting them can be much easier?


Garrett, note the gen description given for that room on this thread.  (You'll like this next part) As well as the other stuff, note that you can either choose to put in a nice obivous 'safe' for the cells loot, or you can get me to 'hide' the loot in the 'Features of the Area'.  Ep 1s loot was fair but a little bland.  I still have to put in an appropriate stash for the Beta of ep 2.  Any ideas?  Keep it balanced and semi-simple if you can.


Good work guys,


Thanks to all,


Matty                  
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1 year ago  ::  Dec 14, 2011 - 11:00AM #45
barefoottourguide
Date Joined: Nov 19, 2007
Posts: 1,043
No problem, Matty.
Caelik, didja ever see the podracing maps in the RCR Secrets of Tattooine? They had an aerial drawing of the whole thing  If there were hairpin curves or Tuskens shooting from the cliffs, the DCs and attack modifiers were listed in a map key. Moving minis around the map weren't necessary with this kind of format, but it was nice. Have you considered a similar approach but listing in the key how many squares in vehicular combat it takes to move through the sections, and in which of those squares the hazards are. Just an idea.
Garrett
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1 year ago  ::  Dec 14, 2011 - 11:30AM #46
Prom
Date Joined: Jan 11, 2007
Posts: 2,125

Dec 14, 2011 -- 11:00AM, barefoottourguide wrote:

No problem, Matty.
Caelik, didja ever see the podracing maps in the RCR Secrets of Tattooine? They had an aerial drawing of the whole thing  If there were hairpin curves or Tuskens shooting from the cliffs, the DCs and attack modifiers were listed in a map key. Moving minis around the map weren't necessary with this kind of format, but it was nice. Have you considered a similar approach but listing in the key how many squares in vehicular combat it takes to move through the sections, and in which of those squares the hazards are. Just an idea.
Garrett




Actually that was what I was trying to do by cutting the track up into km's. I'll send you what I have if you like, otherwise I'll just finish it.

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1 year ago  ::  Dec 14, 2011 - 2:19PM #47
barefoottourguide
Date Joined: Nov 19, 2007
Posts: 1,043
I like the kms. Do you have a set of track hazards? After reading it finally I'd like to see interaction with other racers as a form of hazard, as well as destroyed swoops flipping through the air and other fellow racer dirty tricks.
Garrett
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1 year ago  ::  Dec 15, 2011 - 11:26AM #48
Prom
Date Joined: Jan 11, 2007
Posts: 2,125

Dec 14, 2011 -- 2:19PM, barefoottourguide wrote:

I like the kms. Do you have a set of track hazards? After reading it finally I'd like to see interaction with other racers as a form of hazard, as well as destroyed swoops flipping through the air and other fellow racer dirty tricks.
Garrett




Much to complex for a race track map that I could do. Just the track and kms. That should allow the GM to layout a mpa of the track and describe what happens where.

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1 year ago  ::  Dec 15, 2011 - 1:21PM #49
barefoottourguide
Date Joined: Nov 19, 2007
Posts: 1,043
I finally read the whole module and have some thoughts I'd like to bounce off you guys. Meebo is higher up and has some resources. I thought it might be cool if the centerpiece of his hideout was Sebulba's actual podracer, on a repulsor platform rotating in the center of the room. Meebo can use the podracer as his safe. A second idea I had was a holodisplay that shows on loop Meebo's greatest racing moments. The display can be shot, causing the image to be refracted across the room, adding a CL1 hazard that messes with the characters' perceptions. People can hide amongs the images, like the ending of Lady From Shanghai, with the shootout in the fun house's hall of mirrors. Coupled with surround sound (THX?) of the swoop bikes going around the room, it can add some nice atmosphere for the module's final fight. Love to hear feedback. Also, the hole in the center... a crime lord might use holoprojectors over it to make it look like a swimming pool or  even a miniaturized display of a race track, so it would provide concealment to those coming through the hole. Are you thinking turbo lift size, Ghostbusters fire pole size or cargo elevator size?
Garrett
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1 year ago  ::  Dec 15, 2011 - 7:24PM #50
MasterStarider
Date Joined: Jun 30, 2008
Posts: 140

Dec 15, 2011 -- 1:21PM, barefoottourguide wrote:

I finally read the whole module and have some thoughts I'd like to bounce off you guys. Meebo is higher up and has some resources. I thought it might be cool if the centerpiece of his hideout was Sebulba's actual podracer, on a repulsor platform rotating in the center of the room. Meebo can use the podracer as his safe. A second idea I had was a holodisplay that shows on loop Meebo's greatest racing moments. The display can be shot, causing the image to be refracted across the room, adding a CL1 hazard that messes with the characters' perceptions. People can hide amongs the images, like the ending of Lady From Shanghai, with the shootout in the fun house's hall of mirrors. Coupled with surround sound (THX?) of the swoop bikes going around the room, it can add some nice atmosphere for the module's final fight. Love to hear feedback. Also, the hole in the center... a crime lord might use holoprojectors over it to make it look like a swimming pool or  even a miniaturized display of a race track, so it would provide concealment to those coming through the hole. Are you thinking turbo lift size, Ghostbusters fire pole size or cargo elevator size?
Garrett




Hello all,


Garrett,


Podracer:  Good idea.  There are no hazards here so far, so if the CL 1 hazzard (see below) doesnt push the EL up one, I could even put in a small booby trap (CL 2 or 5 explosives) on the bike.  (since an encounter can have one 'free CL cost' hazard)


Greatest moments hololoop:  Good idea, yet keep this confined to one area (but it can be big - 3x3 sq or bigger), and it should not take up the whole room.  Using the holoplay as concealment/a distraction should be a choice (both for gg and bg).  Having an enire room filled with a looping holoplay would be similar to trying to do buisness/relax on a 70's dancefloor.   Anyone 'in' the loop suffers the CL 1 effect


Hole in floor:  Good idea.  Even if there is a hologram on ground floor cieling covering up hole above, the heroes should have a chance to see through it (percept check, scanners, other tech/force stuff, etc).  Oh, 2x2 or 3x3 - bout turbolift size.
 

Great work Garrett (and guys), keep it up, and thanks.


Matty    


           

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