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*Pathfinder & Starfinder
Dungeon 185 - Bark at the Moon: Dungeons biggest adventure
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<blockquote data-quote="Primal" data-source="post: 5400133" data-attributes="member: 30678"><p>Well said! I would have given XP, but I can't... could someone please cover me?</p><p></p><p>It appears we are alike in wanting aesthetic, exciting maps; I, too, recognise the value of dungeon tiles for a busy DM/GM. I use them most often when the PCs stumble into an improvised/unexpected encounter, or when I haven't had time to do all the encounter maps myself. I love them dearly, and sometimes I spend a lot of time trying to create some sort of... uh, more coherent, fun-looking and less "square-y" map with my tiles (I utilize smaller tiles a lot for this purpose, and fortunately I have quite a many sets). As a DM maps mean so much to me that I usually redraw at least some parts of them to suit my group's taste and sense of what looks like an "exciting" map. </p><p></p><p>As a player, I find the repetion of the same tiles boring; it's another thing if the DM says "Look, guys, I only have X tiles and we'll be using them as a rough abstraction of the encounter areas -- however, the 'real' layout of the rooms in on your grid map". But if the DM just keeps using the tiles time after time and doesn't even try to use variations of layouts (even on the "accurate" map our PCs are drawing), I'll become irritated and bored. Eventually it breaks my sense of disbelief. A certain sense of "realism" (i.e. monsters do not live inside a dungeon without food/water sources, or forge weird and unexplained alliances just because it would make a "cool" encounter etc.) is what I always expect out of the games I play in, but I also expect that the maps make me *want* to explore them. Some people will certainly disagree with me, and some don't just care, but I take maps seriously, and to me they add another layer of excitement to my hobby. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Primal, post: 5400133, member: 30678"] Well said! I would have given XP, but I can't... could someone please cover me? It appears we are alike in wanting aesthetic, exciting maps; I, too, recognise the value of dungeon tiles for a busy DM/GM. I use them most often when the PCs stumble into an improvised/unexpected encounter, or when I haven't had time to do all the encounter maps myself. I love them dearly, and sometimes I spend a lot of time trying to create some sort of... uh, more coherent, fun-looking and less "square-y" map with my tiles (I utilize smaller tiles a lot for this purpose, and fortunately I have quite a many sets). As a DM maps mean so much to me that I usually redraw at least some parts of them to suit my group's taste and sense of what looks like an "exciting" map. As a player, I find the repetion of the same tiles boring; it's another thing if the DM says "Look, guys, I only have X tiles and we'll be using them as a rough abstraction of the encounter areas -- however, the 'real' layout of the rooms in on your grid map". But if the DM just keeps using the tiles time after time and doesn't even try to use variations of layouts (even on the "accurate" map our PCs are drawing), I'll become irritated and bored. Eventually it breaks my sense of disbelief. A certain sense of "realism" (i.e. monsters do not live inside a dungeon without food/water sources, or forge weird and unexplained alliances just because it would make a "cool" encounter etc.) is what I always expect out of the games I play in, but I also expect that the maps make me *want* to explore them. Some people will certainly disagree with me, and some don't just care, but I take maps seriously, and to me they add another layer of excitement to my hobby. :) [/QUOTE]
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Dungeon 185 - Bark at the Moon: Dungeons biggest adventure
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