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Dire Tombs D&D Dungeon Tiles, A Review
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<blockquote data-quote="Merova" data-source="post: 4032500" data-attributes="member: 2505"><p>This is a well-written review. Thanks for the good work.</p><p></p><p></p><p></p><p>I also use the "paste & poster" technique to prep dungeon layout. I've never tried it with the WotC Dungeon Tiles. How much wear does the putty put on the card stock? Does it appear to be a technique that can be maintained over a long period?</p><p></p><p>I typically use the SkeletonKey Games E-Adventure Tiles by Ed Bourelle. Since I can just print out another 6x6 tile, I don't run out of tiles and don't need to stress over reuse. As long as I have the pdf, I have countess tiles waiting to be printed.</p><p></p><p>In regards to revealing map sections in increments, that's where the WotC Dungeon Tiles come in handy. Unlike the e-tiles, they can be in a stack on the table ready to be laid out for an improvised location or unrevealed setting. Yes, it's a bit slower, but it preserves the feeling of suspense and exploration that a predrawn map spoils.</p><p></p><p></p><p></p><p>Again, this is where the e-tiles have a clear adventage over the WotC tiles. Imagine laying out a massive dungeon, like Undermountain or the World's Largest, with the WotC tiles. It would take dozens of tile collections to sufficiently lay them out. With e-tiles, the cost is for the initial pdf and as much ink and board as is necessary, a significantly smaller price.</p><p></p><p>Regarding integration, I totally agree with you. The lack of compatability between Dungeon Tiles is a major oversight that greatly reduces their utility. Again, the e-tiles are a better option. In fact, Ed Bourelle has a series of transitional tiles to address transitional areas, such as "mines to caves" or "wilderness to ruins." It doesn't seem like much, but it definitely gives the map a coherent feel.</p><p></p><p></p><p></p><p>I couldn't agree with you more. This is an area that the WotC tiles should have a hands down advantage. By being distinctly tied to a product, they would have an obvious and easy utility. So long as the adventure for which they were designed wasn't something radically unusual, it wouldn't detract from their utility in building "generic" dungeons. It's an inexplicable oversight by the WotC design team, imo. Especially given their experiences with the Fantastic Locations line, one would think that they would see the value in providing for tiles that built a specific location without being "locked" into the location.</p><p></p><p>These are the reasons why I don't recommend the Dungeon Tiles. They are nicely designed and, if you've got the money to throw at suboptimal products, they have some uses. But I think that pdf tiles, especially those from SkeletonKey Games, provide much better overall value. I rarely use my Dungeon Tiles, but I always use my e-tiles.</p><p></p><p>In any case, thanks for writing this review.</p><p></p><p>-Olivia</p></blockquote><p></p>
[QUOTE="Merova, post: 4032500, member: 2505"] This is a well-written review. Thanks for the good work. I also use the "paste & poster" technique to prep dungeon layout. I've never tried it with the WotC Dungeon Tiles. How much wear does the putty put on the card stock? Does it appear to be a technique that can be maintained over a long period? I typically use the SkeletonKey Games E-Adventure Tiles by Ed Bourelle. Since I can just print out another 6x6 tile, I don't run out of tiles and don't need to stress over reuse. As long as I have the pdf, I have countess tiles waiting to be printed. In regards to revealing map sections in increments, that's where the WotC Dungeon Tiles come in handy. Unlike the e-tiles, they can be in a stack on the table ready to be laid out for an improvised location or unrevealed setting. Yes, it's a bit slower, but it preserves the feeling of suspense and exploration that a predrawn map spoils. Again, this is where the e-tiles have a clear adventage over the WotC tiles. Imagine laying out a massive dungeon, like Undermountain or the World's Largest, with the WotC tiles. It would take dozens of tile collections to sufficiently lay them out. With e-tiles, the cost is for the initial pdf and as much ink and board as is necessary, a significantly smaller price. Regarding integration, I totally agree with you. The lack of compatability between Dungeon Tiles is a major oversight that greatly reduces their utility. Again, the e-tiles are a better option. In fact, Ed Bourelle has a series of transitional tiles to address transitional areas, such as "mines to caves" or "wilderness to ruins." It doesn't seem like much, but it definitely gives the map a coherent feel. I couldn't agree with you more. This is an area that the WotC tiles should have a hands down advantage. By being distinctly tied to a product, they would have an obvious and easy utility. So long as the adventure for which they were designed wasn't something radically unusual, it wouldn't detract from their utility in building "generic" dungeons. It's an inexplicable oversight by the WotC design team, imo. Especially given their experiences with the Fantastic Locations line, one would think that they would see the value in providing for tiles that built a specific location without being "locked" into the location. These are the reasons why I don't recommend the Dungeon Tiles. They are nicely designed and, if you've got the money to throw at suboptimal products, they have some uses. But I think that pdf tiles, especially those from SkeletonKey Games, provide much better overall value. I rarely use my Dungeon Tiles, but I always use my e-tiles. In any case, thanks for writing this review. -Olivia [/QUOTE]
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