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Theater of the Mind and VTTs: Oh Brave New World...
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<blockquote data-quote="overgeeked" data-source="post: 9578324" data-attributes="member: 86653"><p>Either go with theater of the mind or don't. Once you bust out maps and minis, your players will probably want them all the time. Resist that urge. If this same group is already used to playing TOTM, then it shouldn't be a problem. You can also split the difference, use a map when the area is complicated, but no minis. I've found that generally works better than pure TOTM. The players can then at least visualize the area better.</p><p></p><p>Rule in their favor most, if not all the time re: positioning, flanking, distance, etc. Explain the benefits of doing it this way. They'll never be 5ft short of movement to reach something again. They'll generally not have to worry about cover again. Etc. </p><p></p><p>It works better in my head to block things out like zones or areas from other games. The hallway is one zone, the kitchen is another, etc. In fantasy games with more open space this is a bit trickier, but still manageable. This half of the room, that half of the room, up by the altar, behind those pillars, etc.</p><p></p><p>Be sure to label your monsters somehow so the players know who's who. Goblin #1, Goblin #2, the Fat Goblin, the One-Eyed Goblin, etc. Something. The idea of just focusing fire on one until it's down is nice, but will quickly not be what your players do in combat. They'll target specific enemies for specific reasons. So label the enemies.</p></blockquote><p></p>
[QUOTE="overgeeked, post: 9578324, member: 86653"] Either go with theater of the mind or don't. Once you bust out maps and minis, your players will probably want them all the time. Resist that urge. If this same group is already used to playing TOTM, then it shouldn't be a problem. You can also split the difference, use a map when the area is complicated, but no minis. I've found that generally works better than pure TOTM. The players can then at least visualize the area better. Rule in their favor most, if not all the time re: positioning, flanking, distance, etc. Explain the benefits of doing it this way. They'll never be 5ft short of movement to reach something again. They'll generally not have to worry about cover again. Etc. It works better in my head to block things out like zones or areas from other games. The hallway is one zone, the kitchen is another, etc. In fantasy games with more open space this is a bit trickier, but still manageable. This half of the room, that half of the room, up by the altar, behind those pillars, etc. Be sure to label your monsters somehow so the players know who's who. Goblin #1, Goblin #2, the Fat Goblin, the One-Eyed Goblin, etc. Something. The idea of just focusing fire on one until it's down is nice, but will quickly not be what your players do in combat. They'll target specific enemies for specific reasons. So label the enemies. [/QUOTE]
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