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How to use DungeonMorph Dice
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<blockquote data-quote="rounser" data-source="post: 7057614" data-attributes="member: 1106"><p>Okay, a few things based on experiences with them:</p><p></p><p>Even though they're dice, you <strong>never</strong> roll them randomly, always arrange to taste. Secondly, you don't arrange them in a line, you make a box or cross or some other shape out of them. Thirdly, the Explorer and Adventurer dice sets are compatible, giving you 10 geomorphs, which is a big enough dungeon (megadungeons are boring). The City and Village geomorphs are also compatible, giving you up to 10 geomorphs to build a city, which is a good size for an average city.</p><p></p><p>Conveniently, the incompatible sets of Ruins and Spellunker (caverns) are about the size you actually want for a ruined town or a cave lair. One set of 5 geomorphs each. You don't really need any more for these. It's like they planned it. Buy both $49 bundles and you have enough map generating ability to meet the demands of multiple lifetimes worth of D&D campaigns.</p><p></p><p>I have to heartily disagree with your assessment that the map is better. Yes, it's better than 5 geomorph dice arranged in a line, but not better than 10 dice arranged in a square, cross or L-shape or whatever. Any aesthetic value that that computer map has is cancelled out by the sheer convenience and speed by which DungeonMorph dice can be used. If you're attempting to run a sandbox or multiple location campaign these are mana from heaven, you can design and recall basically anything you need in a campaign in seconds. If your idea of a campaign is just a single dungeon, then yes, the map is better, and you'll have the time to design it, but how boring!</p><p></p><p>Anything which speeds up design time in D&D is a plus. Building a detailed campaign takes up a crazy amount of time as it is, and DungeonMorph dice can speed up design time significantly if you know how to utilise them. They deserve to sell by the bucketload.</p></blockquote><p></p>
[QUOTE="rounser, post: 7057614, member: 1106"] Okay, a few things based on experiences with them: Even though they're dice, you [B]never[/B] roll them randomly, always arrange to taste. Secondly, you don't arrange them in a line, you make a box or cross or some other shape out of them. Thirdly, the Explorer and Adventurer dice sets are compatible, giving you 10 geomorphs, which is a big enough dungeon (megadungeons are boring). The City and Village geomorphs are also compatible, giving you up to 10 geomorphs to build a city, which is a good size for an average city. Conveniently, the incompatible sets of Ruins and Spellunker (caverns) are about the size you actually want for a ruined town or a cave lair. One set of 5 geomorphs each. You don't really need any more for these. It's like they planned it. Buy both $49 bundles and you have enough map generating ability to meet the demands of multiple lifetimes worth of D&D campaigns. I have to heartily disagree with your assessment that the map is better. Yes, it's better than 5 geomorph dice arranged in a line, but not better than 10 dice arranged in a square, cross or L-shape or whatever. Any aesthetic value that that computer map has is cancelled out by the sheer convenience and speed by which DungeonMorph dice can be used. If you're attempting to run a sandbox or multiple location campaign these are mana from heaven, you can design and recall basically anything you need in a campaign in seconds. If your idea of a campaign is just a single dungeon, then yes, the map is better, and you'll have the time to design it, but how boring! Anything which speeds up design time in D&D is a plus. Building a detailed campaign takes up a crazy amount of time as it is, and DungeonMorph dice can speed up design time significantly if you know how to utilise them. They deserve to sell by the bucketload. [/QUOTE]
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