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Dungeon Tiles or New Maps?
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<blockquote data-quote="Ramius613" data-source="post: 5403369" data-attributes="member: 74097"><p>While I did vote for new maps, I do feel the need to qualify the reason for my vote; that being that I primarily use Maptools when I DM. </p><p></p><p>When I took up the helm as DM for my group, I was always disappointed in the fact that I had these really cool maps in Dungeon, and no easy way of printing them off in Battlegrid format. I had purchased all of the DT sets, some above MSRP due to them being out of print, and had started picking up 2 set of the DU tiles as they came out.</p><p></p><p>This really didn't help my situation, because as convenient as the tiles are, I was really unable to use them without some serious time investment to match up the tiles to the corresponding Dungeon adventure. Dungeon Delve was great, because it told you what set you need for each adventure.</p><p></p><p>That is when I discovered Dundjinni, which allowed me to make my own maps, but again it proved to be time intensive, and resource heavy (mainly printer ink). Maptools was a godsend imo. I was able to copy the maps right out of the PDF (and later use the ones from the archives), make some adjustments, and voila my players had the exact same map that I, as a DM, was looking at. This also cut down on wasted gametime, because I didn't have to draw out the new map on the battlemat, or sketch out maps on large graph paper, and risk inaccuracies. It also saved on space because our map took up the table space of a laptop, irregardless of how big the dungeon was.</p><p></p><p>In the end, WotC is in a tough predicament. Yes they could put out really cool maps, and provide files that would allow you to print the battle mat out, but that would be very resource heavy, both on their end for the storage, and on the consumer end for printing out said maps. Their response with Dungeon Tiles (the DT & DU series) was a good one at the time. They allow for a detailed Dungeon experience for the players, while being cost effective. They also allow for some degree of customization.</p><p>The problem was the limited amount that one got in a pack, so you could only make the dungeons so big.</p><p></p><p>Now with the effort being pushed to a digital format with the VT, I think that a happy medium could be reached. Leave the tiles intact for the more generic parts of the adventure, but throw in a map or three for the big/key encounters. Something like what they did for the Adventure series.</p><p></p><p>The other option would be to leave the tiles, and put in more objects that can be placed, which would allow for even greater customization. I think if they took the objects that are currently on the tiles (I am speaking digitally here) and made it so you could place them on a floor tile as you like that would be possibly the best route.</p><p></p><p>In conclusion, I like the tiles, and seeing maps in Dungeon that make use of them is reassuring that my purchase is validated. However, I do like maps that depict exotic and extravagant encounters, so I also would like those as well.</p><p></p><p>Ramius</p></blockquote><p></p>
[QUOTE="Ramius613, post: 5403369, member: 74097"] While I did vote for new maps, I do feel the need to qualify the reason for my vote; that being that I primarily use Maptools when I DM. When I took up the helm as DM for my group, I was always disappointed in the fact that I had these really cool maps in Dungeon, and no easy way of printing them off in Battlegrid format. I had purchased all of the DT sets, some above MSRP due to them being out of print, and had started picking up 2 set of the DU tiles as they came out. This really didn't help my situation, because as convenient as the tiles are, I was really unable to use them without some serious time investment to match up the tiles to the corresponding Dungeon adventure. Dungeon Delve was great, because it told you what set you need for each adventure. That is when I discovered Dundjinni, which allowed me to make my own maps, but again it proved to be time intensive, and resource heavy (mainly printer ink). Maptools was a godsend imo. I was able to copy the maps right out of the PDF (and later use the ones from the archives), make some adjustments, and voila my players had the exact same map that I, as a DM, was looking at. This also cut down on wasted gametime, because I didn't have to draw out the new map on the battlemat, or sketch out maps on large graph paper, and risk inaccuracies. It also saved on space because our map took up the table space of a laptop, irregardless of how big the dungeon was. In the end, WotC is in a tough predicament. Yes they could put out really cool maps, and provide files that would allow you to print the battle mat out, but that would be very resource heavy, both on their end for the storage, and on the consumer end for printing out said maps. Their response with Dungeon Tiles (the DT & DU series) was a good one at the time. They allow for a detailed Dungeon experience for the players, while being cost effective. They also allow for some degree of customization. The problem was the limited amount that one got in a pack, so you could only make the dungeons so big. Now with the effort being pushed to a digital format with the VT, I think that a happy medium could be reached. Leave the tiles intact for the more generic parts of the adventure, but throw in a map or three for the big/key encounters. Something like what they did for the Adventure series. The other option would be to leave the tiles, and put in more objects that can be placed, which would allow for even greater customization. I think if they took the objects that are currently on the tiles (I am speaking digitally here) and made it so you could place them on a floor tile as you like that would be possibly the best route. In conclusion, I like the tiles, and seeing maps in Dungeon that make use of them is reassuring that my purchase is validated. However, I do like maps that depict exotic and extravagant encounters, so I also would like those as well. Ramius [/QUOTE]
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