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General Tabletop Discussion
*Dungeons & Dragons
The Grid vs. Theater of the Mind vs. a Mix [a poll & discussion]
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<blockquote data-quote="iserith" data-source="post: 8442793" data-attributes="member: 97077"><p>Tableau Vivant (the grid) all the time for me with highly-detailed maps on a VTT, whether playing online or in person.</p><p></p><p>I have a very large asset library that allows me to pull out what I need on the fly, but most of my encounters are set up prior to play. The entire dungeon is prepped, for example, or I have a bunch of wilderness maps at the ready for travel encounters. If something is on the map, it exists as an interactable. If something reasonable for the scene is not on the map, it's possible it might be there. (Player: "I look to see if there are fireplace tools in this fireplace. DM: "You find rusty fireplace tools scattered about the cold ashes.")</p><p></p><p>Some maps get used over and over, but I try not to do that. Typically this is for wilderness random encounters. What I do is prepare 9 such maps and have a macro that randomizes which map the encounter takes place on when a wilderness encounter is indicated. This makes it a bit more tolerable in my view.</p><p></p><p>We use minis for exploration, social, and combat. For exploration and social, it depends on the situation and scale. If we're in a city as opposed to a dungeon, for example, I'll have a splash page up with an evocative image of the city. Same goes for chase scenes - a splash page of cool art depicting a chase marked by "zones" indicating distance between hunter and quarry helps manage the scene. Here's my chase scene splash page for my current swamp hexcrawl:</p><p></p><p>[ATTACH=full]145956[/ATTACH]</p><p></p><p>The main thing is to use art to keep eyes on the screen and to make sure that any questions as where things are relative to each other are mitigated as much as possible as that sort of back and forth slows down the game.</p></blockquote><p></p>
[QUOTE="iserith, post: 8442793, member: 97077"] Tableau Vivant (the grid) all the time for me with highly-detailed maps on a VTT, whether playing online or in person. I have a very large asset library that allows me to pull out what I need on the fly, but most of my encounters are set up prior to play. The entire dungeon is prepped, for example, or I have a bunch of wilderness maps at the ready for travel encounters. If something is on the map, it exists as an interactable. If something reasonable for the scene is not on the map, it's possible it might be there. (Player: "I look to see if there are fireplace tools in this fireplace. DM: "You find rusty fireplace tools scattered about the cold ashes.") Some maps get used over and over, but I try not to do that. Typically this is for wilderness random encounters. What I do is prepare 9 such maps and have a macro that randomizes which map the encounter takes place on when a wilderness encounter is indicated. This makes it a bit more tolerable in my view. We use minis for exploration, social, and combat. For exploration and social, it depends on the situation and scale. If we're in a city as opposed to a dungeon, for example, I'll have a splash page up with an evocative image of the city. Same goes for chase scenes - a splash page of cool art depicting a chase marked by "zones" indicating distance between hunter and quarry helps manage the scene. Here's my chase scene splash page for my current swamp hexcrawl: [ATTACH type="full" width="607px"]145956[/ATTACH] The main thing is to use art to keep eyes on the screen and to make sure that any questions as where things are relative to each other are mitigated as much as possible as that sort of back and forth slows down the game. [/QUOTE]
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Community
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The Grid vs. Theater of the Mind vs. a Mix [a poll & discussion]
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