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Dark Side of the Moon (landing)
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<blockquote data-quote="Theo R Cwithin" data-source="post: 4874535" data-attributes="member: 75712"><p>The no atmosphere thing gives rise to the no sound thing, but it also has some visual effects. </p><p></p><p>Sense of distance is distorted because you don't have the visual cues from haze (ie, it's difficult to tell if something is nearby and small, or far but huge). This means a little jaunt to "that tower over there" becomes an unexpected journey very far away to some unnervingly immense spire that dominates the land. (perhaps your monolith?) </p><p></p><p>Also, I understand 4e encourages a lot of mobility in combat (I've never played it, so I'm not sure, forgive my ignorance <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> ). So, maybe there's a way to incorporate this distance judgement problem into combat: maybe the squares on your "grid" are actually different sizes, so, for example, shifting one square in one area of your battlespace might equate to shifting 2 squares on the other side of the board? Or angles could be distorted, heights exaggerated, etc. Play on a polar grid, or a grid with otherwise curved squares, etc. Opens the door to lots of confusing movement effects...</p><p></p><p>Also erosion on the moon is slow, so lots of features will be jagged. That might lead to some hazardous terrain ideas, razor-sharp stones or the like.</p></blockquote><p></p>
[QUOTE="Theo R Cwithin, post: 4874535, member: 75712"] The no atmosphere thing gives rise to the no sound thing, but it also has some visual effects. Sense of distance is distorted because you don't have the visual cues from haze (ie, it's difficult to tell if something is nearby and small, or far but huge). This means a little jaunt to "that tower over there" becomes an unexpected journey very far away to some unnervingly immense spire that dominates the land. (perhaps your monolith?) Also, I understand 4e encourages a lot of mobility in combat (I've never played it, so I'm not sure, forgive my ignorance ;) ). So, maybe there's a way to incorporate this distance judgement problem into combat: maybe the squares on your "grid" are actually different sizes, so, for example, shifting one square in one area of your battlespace might equate to shifting 2 squares on the other side of the board? Or angles could be distorted, heights exaggerated, etc. Play on a polar grid, or a grid with otherwise curved squares, etc. Opens the door to lots of confusing movement effects... Also erosion on the moon is slow, so lots of features will be jagged. That might lead to some hazardous terrain ideas, razor-sharp stones or the like. [/QUOTE]
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