shoggothic
Explorer
Hi everyone,
I have been a forum lurker on many RPG sites who has been playing RPGs since Reaganomics. As a great community of gamers, I wanted to pose several questions to you, as I have been pounding my head against the proverbial brick wall trying to reach a conclusion about this subject.
I am getting ready to start 2 D&D 3.5 campaigns, both Forgotten Realms, with Dungeon magazine adventures, WoTC modules, and Adventure Path scenarios thrown into the mix. For the first time in my life I have a descent job that has allowed me to purchase not only every miniature I want, but have quite a few custom sculpts as well. Now that I have the visual element (that, by the way, was lacking in my 1st and 2nd Ed. games) of the creatures/adventurers represented, I have found a new hurdle to overcome...maps, or terrain?
I want the grid-based system of maps, and yet, can't seem to stop viewing the Hirst Arts/Dwarven Forge/Aintsy pages. I have considered using a 2-D top-down mapping program like Dundjinni or Dungeon Desinger 2, but I am concerned about ease of use and learning curves...I am not a computer programmer. I have used Dwarven Forge sets in the past (at one time I owned almost 30 sets-it takes a LOT of cavern sets to actually make an Underdark cavern), but I hated the inability to recreate a exact map of my adventures, coupled with lack of transportability and set-up and tear-down times.
However, I found the MOST frustrating thing about Dwarven Forge were the walls...it would be a better product if you could just use them as a tile-based system-try fitting an Aboleth or Tendriculous into a 20' x 20' room with 4 PC's, yeah right!). Yeah, it looks great, but is a pain to deal with unless your planing a diorama.
These are my ideas...
1)-Use a top-down 2-D mapping program, print out the encounter areas, and place them as the party moves into the areas, OR
2)-Use a top-down 2-D mapping program to make either the whole dungeon area or battle maps, print out and then place 3-D objects (like treasure, doors, furniture, traps, etc.) as they encounter them (i.e. Hero Quest style), OR
3)-Use 3-D modular tiles from Hirst Arts (already created thanks to Ian Martin at Castlekits, so it saves me the work of buying molds and casting), mixed with some of the newer Dwarven Forge Cavernous Sets. The idea here is that I still have the element of 3-D, but without the tight fit of the walls...unfortunately, ALL custom rooms and effects (such as waterfalls, rope bridges, circular rooms with multiple stair cases, etc.) would require being scratch built, for one use
As you can see, I feel I have bitten off more than I can chew here, and any light you can shed on the topic of Adventure presentation would be greatly appreciated!
Regards,
Greg
I have been a forum lurker on many RPG sites who has been playing RPGs since Reaganomics. As a great community of gamers, I wanted to pose several questions to you, as I have been pounding my head against the proverbial brick wall trying to reach a conclusion about this subject.
I am getting ready to start 2 D&D 3.5 campaigns, both Forgotten Realms, with Dungeon magazine adventures, WoTC modules, and Adventure Path scenarios thrown into the mix. For the first time in my life I have a descent job that has allowed me to purchase not only every miniature I want, but have quite a few custom sculpts as well. Now that I have the visual element (that, by the way, was lacking in my 1st and 2nd Ed. games) of the creatures/adventurers represented, I have found a new hurdle to overcome...maps, or terrain?
I want the grid-based system of maps, and yet, can't seem to stop viewing the Hirst Arts/Dwarven Forge/Aintsy pages. I have considered using a 2-D top-down mapping program like Dundjinni or Dungeon Desinger 2, but I am concerned about ease of use and learning curves...I am not a computer programmer. I have used Dwarven Forge sets in the past (at one time I owned almost 30 sets-it takes a LOT of cavern sets to actually make an Underdark cavern), but I hated the inability to recreate a exact map of my adventures, coupled with lack of transportability and set-up and tear-down times.
However, I found the MOST frustrating thing about Dwarven Forge were the walls...it would be a better product if you could just use them as a tile-based system-try fitting an Aboleth or Tendriculous into a 20' x 20' room with 4 PC's, yeah right!). Yeah, it looks great, but is a pain to deal with unless your planing a diorama.
These are my ideas...
1)-Use a top-down 2-D mapping program, print out the encounter areas, and place them as the party moves into the areas, OR
2)-Use a top-down 2-D mapping program to make either the whole dungeon area or battle maps, print out and then place 3-D objects (like treasure, doors, furniture, traps, etc.) as they encounter them (i.e. Hero Quest style), OR
3)-Use 3-D modular tiles from Hirst Arts (already created thanks to Ian Martin at Castlekits, so it saves me the work of buying molds and casting), mixed with some of the newer Dwarven Forge Cavernous Sets. The idea here is that I still have the element of 3-D, but without the tight fit of the walls...unfortunately, ALL custom rooms and effects (such as waterfalls, rope bridges, circular rooms with multiple stair cases, etc.) would require being scratch built, for one use

As you can see, I feel I have bitten off more than I can chew here, and any light you can shed on the topic of Adventure presentation would be greatly appreciated!
Regards,
Greg