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General Tabletop Discussion
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Battlemap Vs. Theater of the Mind
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<blockquote data-quote="Li Shenron" data-source="post: 6599488" data-attributes="member: 1465"><p>I don't like anymore the style of playing on a grid as in 3e/4e, I found it to be somewhat detrimental to suspension of disbelief, frequently sacrificing narrative to the rules of geometry, increasing the artificial rift between "combat" and "non-combat" moments of the game, and eventually not even decreasing much the amount of discussions and arguments at table.*</p><p></p><p>OTOH a visual "sketch" of the scene is a great aid to memory, and helps making good tactical choices. The larger and more tactical-oriented the gaming group, the longer it takes between your turns, the higher the chance of forgetting where is everybody if you are using pure TotM.</p><p></p><p>Because of this, my favourite choice is nowadays a <strong>gridless battlemap</strong>. I just want to put a small mat on the table with visual props for characters, enemies, obstacles and other important terrain features. I choose Lego bricks and minifigures because they are much more flexible/reusable than traditional RPG minis and stuff, and a lot more adorable. I don't need a detailed rendition of the environment (it can be awesome but also incredibly time-consuming to prepare), just enough visual clues. But no squares at all, free movement in all directions with distances measured with a ruler.</p><p></p><p>(*Similar problems are caused by turn-based combat. It's pretty much a matter of switching between the space/time continuity of narration and the space/time discreteness of rules. However the "time version" of this problem has never bothered me nearly as much as the "space version" of it)</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6599488, member: 1465"] I don't like anymore the style of playing on a grid as in 3e/4e, I found it to be somewhat detrimental to suspension of disbelief, frequently sacrificing narrative to the rules of geometry, increasing the artificial rift between "combat" and "non-combat" moments of the game, and eventually not even decreasing much the amount of discussions and arguments at table.* OTOH a visual "sketch" of the scene is a great aid to memory, and helps making good tactical choices. The larger and more tactical-oriented the gaming group, the longer it takes between your turns, the higher the chance of forgetting where is everybody if you are using pure TotM. Because of this, my favourite choice is nowadays a [B]gridless battlemap[/B]. I just want to put a small mat on the table with visual props for characters, enemies, obstacles and other important terrain features. I choose Lego bricks and minifigures because they are much more flexible/reusable than traditional RPG minis and stuff, and a lot more adorable. I don't need a detailed rendition of the environment (it can be awesome but also incredibly time-consuming to prepare), just enough visual clues. But no squares at all, free movement in all directions with distances measured with a ruler. (*Similar problems are caused by turn-based combat. It's pretty much a matter of switching between the space/time continuity of narration and the space/time discreteness of rules. However the "time version" of this problem has never bothered me nearly as much as the "space version" of it) [/QUOTE]
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Battlemap Vs. Theater of the Mind
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