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Is gaming without map and minis really bad?
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<blockquote data-quote="maddman75" data-source="post: 3489100" data-attributes="member: 2673"><p>Sometimes I use minis, sometimes I don't. Depends on the game that I'm running.</p><p></p><p>If I'm running a tactical game, then exact positioning is important. The locations of the combatants relative to each other and terrain features is important. The outcome of the fight should in some part rely upon the players' tactical choices, and the minis make that easier. If I'm running 3e D&D I'll generally run a somewhat tactical game, because 3e D&D is really, really good at that.</p><p></p><p>On the other hand, if I'm running a more cinematic game, then minis are useless. Actively harmful in fact. In this case the exact positioning and terrain is irrelevent. They are as close or far away as they need to be, and I'll freely let players add terrain features - (Is there a chandalier over the bad guys? Sure, if you spend a Hero Point). If I try to run a cinematic game and use minis then my players and myself are going to feel constrained. Further, in a cinematic game the outcome of a fight generally doesn't depend on tactics by players. It depends on style and dramatic consequences.</p><p></p><p>The conflict comes in when someone plays in a cinematic game and expects a tactical game. If I'm running a game without minis I do *not* have an imaginary grid in my head that I try to convey to players. If that is needed, I'll use a grid. Or a sketch or something. If I'm running such a fight, I don't *know* how far it is between the PCs or how far the bad guys are from each other. It doesn't matter. </p><p></p><p>Let's take tonym's example - one PC is badly hurt and another wants to heal him before he loses consciousness. In a tactical game, this depends on the distance between them, the terrain, the locations of the enemies, and so on. If all these things are the determining factor, then some physical representation should be used. If you're playing a cinematic game, then these are not the main determinants. In this case I would most likely simply say yes. If I thought not, there were bad guys in the way, the player could use a metagame mechanic to do it anyway, such as a Drama Point in Buffy or a stunt in Exalted. Or I could present them with choices. Yes you can heal him, but when the troll that's been beating on him goes after you, you won't be able to dodge. Or Yes you can get over there, but that will let the orcs get past you and get to the mage. That way the player is making a choice about what (and who) is more important to him.</p><p></p><p>Minis aren't 'good' or 'bad'. They're good for some kinds of games, bad for other kinds of games. If I'm running D&D I'll use minis because it works good with them and I like minis. If I'm running AFMBE I'll generally sketch things out. If I'm running Buffy or Exalted though I wouldn't dream of using miniatures.</p></blockquote><p></p>
[QUOTE="maddman75, post: 3489100, member: 2673"] Sometimes I use minis, sometimes I don't. Depends on the game that I'm running. If I'm running a tactical game, then exact positioning is important. The locations of the combatants relative to each other and terrain features is important. The outcome of the fight should in some part rely upon the players' tactical choices, and the minis make that easier. If I'm running 3e D&D I'll generally run a somewhat tactical game, because 3e D&D is really, really good at that. On the other hand, if I'm running a more cinematic game, then minis are useless. Actively harmful in fact. In this case the exact positioning and terrain is irrelevent. They are as close or far away as they need to be, and I'll freely let players add terrain features - (Is there a chandalier over the bad guys? Sure, if you spend a Hero Point). If I try to run a cinematic game and use minis then my players and myself are going to feel constrained. Further, in a cinematic game the outcome of a fight generally doesn't depend on tactics by players. It depends on style and dramatic consequences. The conflict comes in when someone plays in a cinematic game and expects a tactical game. If I'm running a game without minis I do *not* have an imaginary grid in my head that I try to convey to players. If that is needed, I'll use a grid. Or a sketch or something. If I'm running such a fight, I don't *know* how far it is between the PCs or how far the bad guys are from each other. It doesn't matter. Let's take tonym's example - one PC is badly hurt and another wants to heal him before he loses consciousness. In a tactical game, this depends on the distance between them, the terrain, the locations of the enemies, and so on. If all these things are the determining factor, then some physical representation should be used. If you're playing a cinematic game, then these are not the main determinants. In this case I would most likely simply say yes. If I thought not, there were bad guys in the way, the player could use a metagame mechanic to do it anyway, such as a Drama Point in Buffy or a stunt in Exalted. Or I could present them with choices. Yes you can heal him, but when the troll that's been beating on him goes after you, you won't be able to dodge. Or Yes you can get over there, but that will let the orcs get past you and get to the mage. That way the player is making a choice about what (and who) is more important to him. Minis aren't 'good' or 'bad'. They're good for some kinds of games, bad for other kinds of games. If I'm running D&D I'll use minis because it works good with them and I like minis. If I'm running AFMBE I'll generally sketch things out. If I'm running Buffy or Exalted though I wouldn't dream of using miniatures. [/QUOTE]
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