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General Tabletop Discussion
*Pathfinder & Starfinder
Dungeon 185 - Bark at the Moon: Dungeons biggest adventure
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<blockquote data-quote="AbdulAlhazred" data-source="post: 5399509" data-attributes="member: 82106"><p>I won't call it a massive big deal, but I do think that using Dungeon Tiles tends to put designer creativity into a rather small box. There's only so much variety you can really get with tiles. Sure, you can say "well, imagine there's a cliff here and a this and a that" but if that's what needs to happen then why use tiles at all? I just think tiles end up with repetitive modular maps that lack real originality.</p><p></p><p>I really generally hate not having large scale maps too. It doesn't always matter, but with adventures that are spread over an outdoor wilderness type area I find that often it is difficult or impossible to really understand what the overall picture IS. I want to know geographically how the different parts relate. In theory I can just run the encounters according to the text, but I don't find that players often actually go along with the script. If there's no overall big picture view of things it can be pretty hard to sort out what happens when the party takes a right turn somewhere along the way, or what the consequences of certain decisions might be.</p><p></p><p>Basically I'd rather have good original maps than anything else. Give me a text description of the NPC. I'll go find something that looks right in Google or whatever and print it out if I need it. I mean atmosphere is all well and good and in a printed module I bought in the store I'd want SOME artwork for sure, but gosh I have the Internet and I have 100 volumes of D&D books and fantasy art I can just scan. For me trading a good map for yet another picture of yet another fantasy character isn't a good trade.</p><p></p><p>Anyway, someone going to actually tell us some more about this here adventure? Thinkin' the great map debate has PROBABLY reached a point of diminishing returns...</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5399509, member: 82106"] I won't call it a massive big deal, but I do think that using Dungeon Tiles tends to put designer creativity into a rather small box. There's only so much variety you can really get with tiles. Sure, you can say "well, imagine there's a cliff here and a this and a that" but if that's what needs to happen then why use tiles at all? I just think tiles end up with repetitive modular maps that lack real originality. I really generally hate not having large scale maps too. It doesn't always matter, but with adventures that are spread over an outdoor wilderness type area I find that often it is difficult or impossible to really understand what the overall picture IS. I want to know geographically how the different parts relate. In theory I can just run the encounters according to the text, but I don't find that players often actually go along with the script. If there's no overall big picture view of things it can be pretty hard to sort out what happens when the party takes a right turn somewhere along the way, or what the consequences of certain decisions might be. Basically I'd rather have good original maps than anything else. Give me a text description of the NPC. I'll go find something that looks right in Google or whatever and print it out if I need it. I mean atmosphere is all well and good and in a printed module I bought in the store I'd want SOME artwork for sure, but gosh I have the Internet and I have 100 volumes of D&D books and fantasy art I can just scan. For me trading a good map for yet another picture of yet another fantasy character isn't a good trade. Anyway, someone going to actually tell us some more about this here adventure? Thinkin' the great map debate has PROBABLY reached a point of diminishing returns... [/QUOTE]
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Dungeon 185 - Bark at the Moon: Dungeons biggest adventure
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