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<blockquote data-quote="Ath'kethin" data-source="post: 7130625" data-attributes="member: 6798775"><p>Back in the early 90s (before I started playing D&D), one of my favorite games was called HeroQuest. HeroQuest was a board game system very similar to D&D in many respects, but had an innovative way of placing doors, furniture, monsters, etc only when characters could see them (an effective fog of war feature for a boardgame). Playing that game was awesome and had many great adventures, but once I was introduced to D&D a couple of years later, I never really looked back. A description can do more to engage players and inspire heroics than any miniatures game I ever saw. HeroQuest is a great game (I still have my set, with all the supplements and notes and additional minis I added to it over the years), but I think it's really hard to get into a character and envision what things are like from their perspective if you're viewing the situation top-down, from above. </p><p></p><p>Now, there are some quirks to non-miniatures play that some people don't enjoy. Managing large groups becomes far more challenging, and the DM needs to be pretty good at coming up with stuff on the fly and comfortable with winging it a good chunk of the time. For those who like to have precise distances and placements of things - though in my experience those who whine the most about these features are largely just trying to eke out as much advantage as they can in a situation without taking chances or thinking outside the box - this kind of approach is not ideal. Fair enough. My preferences are not the same as everybody's, and that's fine. </p><p></p><p>I will say that I have had multiple players over the years tell me that my campaigns were the most enjoyable they ever played in, but it's possible they just wanted me to keep bringing snacks.</p></blockquote><p></p>
[QUOTE="Ath'kethin, post: 7130625, member: 6798775"] Back in the early 90s (before I started playing D&D), one of my favorite games was called HeroQuest. HeroQuest was a board game system very similar to D&D in many respects, but had an innovative way of placing doors, furniture, monsters, etc only when characters could see them (an effective fog of war feature for a boardgame). Playing that game was awesome and had many great adventures, but once I was introduced to D&D a couple of years later, I never really looked back. A description can do more to engage players and inspire heroics than any miniatures game I ever saw. HeroQuest is a great game (I still have my set, with all the supplements and notes and additional minis I added to it over the years), but I think it's really hard to get into a character and envision what things are like from their perspective if you're viewing the situation top-down, from above. Now, there are some quirks to non-miniatures play that some people don't enjoy. Managing large groups becomes far more challenging, and the DM needs to be pretty good at coming up with stuff on the fly and comfortable with winging it a good chunk of the time. For those who like to have precise distances and placements of things - though in my experience those who whine the most about these features are largely just trying to eke out as much advantage as they can in a situation without taking chances or thinking outside the box - this kind of approach is not ideal. Fair enough. My preferences are not the same as everybody's, and that's fine. I will say that I have had multiple players over the years tell me that my campaigns were the most enjoyable they ever played in, but it's possible they just wanted me to keep bringing snacks. [/QUOTE]
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