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General Tabletop Discussion
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Maps for adventurer three?
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<blockquote data-quote="Cyclone Duke" data-source="post: 6567011" data-attributes="member: 6676391"><p>Most of the activity in Seaquen is not terribly map-dependant. The players will probably spend their time between the north and south harbour, and the refugee camps. The many troubles seaquen needs help with, are more flavorful than tactical challanges - you can make tactical maps on the fly as needed. </p><p>For example I had the green dragon's lair as a small island in the middle of a ring-shaped lake, and I had the flaming rat swarm encounter take place in a resident's basement.</p><p></p><p>All of the (optional) encounters between Act 1 (the swamp) and act 4 (the theatre) are small and much more focused on HOW your players want to help, if they want to use diplomacy, sneak around, and such - it's not all about fighting and the big map for Seaquen's penninsula can show your players where they're walking to and from. </p><p>I recommend you let your players imagine the encounters with no maps until a fight *has* to break out and let them roll dice and say who they're talking to, or what they're doing with no mini's or maps <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><p>It's a lot of fun to just talk about play your characters and think about how to handle a situation without focusing too much on the tactical/positioning side of things too much <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=":)" /> WotBS is a good mix of this kind of play, and heavy-handed combat with tactical choices. The dungeon crawl in act 5 is the oppisite way!</p></blockquote><p></p>
[QUOTE="Cyclone Duke, post: 6567011, member: 6676391"] Most of the activity in Seaquen is not terribly map-dependant. The players will probably spend their time between the north and south harbour, and the refugee camps. The many troubles seaquen needs help with, are more flavorful than tactical challanges - you can make tactical maps on the fly as needed. For example I had the green dragon's lair as a small island in the middle of a ring-shaped lake, and I had the flaming rat swarm encounter take place in a resident's basement. All of the (optional) encounters between Act 1 (the swamp) and act 4 (the theatre) are small and much more focused on HOW your players want to help, if they want to use diplomacy, sneak around, and such - it's not all about fighting and the big map for Seaquen's penninsula can show your players where they're walking to and from. I recommend you let your players imagine the encounters with no maps until a fight *has* to break out and let them roll dice and say who they're talking to, or what they're doing with no mini's or maps :) It's a lot of fun to just talk about play your characters and think about how to handle a situation without focusing too much on the tactical/positioning side of things too much :) WotBS is a good mix of this kind of play, and heavy-handed combat with tactical choices. The dungeon crawl in act 5 is the oppisite way! [/QUOTE]
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