Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Theatre of the Mind or Miniatures?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="KarinsDad" data-source="post: 6649578" data-attributes="member: 2011"><p>I was thinking about this on the drive in to work today.</p><p></p><p>We all use TotM. All of us.</p><p></p><p>The difference is which other props, tools, and techniques that we use to make communication easier and/or the game run more smoothly.</p><p></p><p>Grids and miniatures are just tools, like pencils, the init board Mearl uses, even his DM scsreen.</p><p></p><p>As an example, in our game, we have a magnetic init board that one player controls. Most of the 8 players (including myself) can see that board from a distance, so we pretty much know when our init is coming up. Since a player controls it, that is one less thing as DM that I have to handle, so it makes the game run a little bit more smoothly for me.</p><p></p><p>But, this is not a necessary tool. We could play the game that the highest init wins and we go clockwise around the room from there (I once did this with a GURPS group). Alternatively, we could use the best init to go first and the second best to determine if we go clockwise or counterclockwise (which rewards the best init player most, but also rewards the second best init player). What this does is remove an unnecessary tool from the game and some stuff from the PHB that we just handwave away (like normal TotM handwaves positioning and distances). It's all good.</p><p></p><p>We don't need a ton of dice around the table. The DM could roll everything and just tell the players what happens. Players rolling is just a technique. Alternatively, no dice rules are needed. The DM could just decide.</p><p></p><p></p><p>The point of this is that which tools we use allow us to better use, or alternatively handwave away, certain rules. Miniatures and grids allow for a more exact placement and an easier time for the players and DM to understand how far certain objects or creatures are from a given PC or NPC in order to determine whether or not they can do a certain set of actions and movement this next round. Without this, the player might have to ask questions of the DM to determine this information. TotM allows for a more fluid situation where the DM does not necessarily have to prep a map and the DM or players do not have to move miniatures, or draw a map, etc. By doing this, the DM is potentially handwaving away some rules, PCs and NPCs might not be in the same location from round to round. Effectively, how much the encounter sticks to certain rules is totally dependent on how much the DM can juggle in his head with regard to where PCs and NPCs are located. If the DM fails to do this, then those rules might be ignored.</p><p></p><p>Using miniatures without a grid makes distances a bit more fluid than with a grid, but still on a rough scale where most of the players are accurate on distances most of the time. A string or other tool can be used to improve upon this accuracy without using a grid.</p><p></p><p></p><p>But all of this boils down to which tools and techniques a given table wants to use and for what purpose. I have seen electronic dice used, dice towers, etc. I've seen techniques like rolling both to hit and damage at the same time to speed up combat.</p><p></p><p>Interestingly enough, TotM vs. Miniatures appears to be a larger gulf than many other tool/technique gulfs. TotM players call using miniatures and grids a tactical wargame. It really isn't. It's just a tool to help the players and DM be on the same page and following some of the rules. Yes, distances and positioning might become a little more important (and the DM often has to set up an initial "map" of the area), but even in TotM, distances and/or directions are often stated by DMs or asked by players. It just be an area of the rules where mistakes are made (and often ignored), or miscommunications can more easily occur in TotM, but that might not be important for a given table.</p><p></p><p>Distance, direction, and even orientation ("the guard has his back to you") can all be important parts of TotM. They just have differing amounts of importance depending on situation, but they are still pieces of information that players might need or want to have.</p><p></p><p></p><p>Grids vs. strings for measuring distance appears to be a more minor gulf, but again, this is just a different technique to pretty much determine the same information.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 6649578, member: 2011"] I was thinking about this on the drive in to work today. We all use TotM. All of us. The difference is which other props, tools, and techniques that we use to make communication easier and/or the game run more smoothly. Grids and miniatures are just tools, like pencils, the init board Mearl uses, even his DM scsreen. As an example, in our game, we have a magnetic init board that one player controls. Most of the 8 players (including myself) can see that board from a distance, so we pretty much know when our init is coming up. Since a player controls it, that is one less thing as DM that I have to handle, so it makes the game run a little bit more smoothly for me. But, this is not a necessary tool. We could play the game that the highest init wins and we go clockwise around the room from there (I once did this with a GURPS group). Alternatively, we could use the best init to go first and the second best to determine if we go clockwise or counterclockwise (which rewards the best init player most, but also rewards the second best init player). What this does is remove an unnecessary tool from the game and some stuff from the PHB that we just handwave away (like normal TotM handwaves positioning and distances). It's all good. We don't need a ton of dice around the table. The DM could roll everything and just tell the players what happens. Players rolling is just a technique. Alternatively, no dice rules are needed. The DM could just decide. The point of this is that which tools we use allow us to better use, or alternatively handwave away, certain rules. Miniatures and grids allow for a more exact placement and an easier time for the players and DM to understand how far certain objects or creatures are from a given PC or NPC in order to determine whether or not they can do a certain set of actions and movement this next round. Without this, the player might have to ask questions of the DM to determine this information. TotM allows for a more fluid situation where the DM does not necessarily have to prep a map and the DM or players do not have to move miniatures, or draw a map, etc. By doing this, the DM is potentially handwaving away some rules, PCs and NPCs might not be in the same location from round to round. Effectively, how much the encounter sticks to certain rules is totally dependent on how much the DM can juggle in his head with regard to where PCs and NPCs are located. If the DM fails to do this, then those rules might be ignored. Using miniatures without a grid makes distances a bit more fluid than with a grid, but still on a rough scale where most of the players are accurate on distances most of the time. A string or other tool can be used to improve upon this accuracy without using a grid. But all of this boils down to which tools and techniques a given table wants to use and for what purpose. I have seen electronic dice used, dice towers, etc. I've seen techniques like rolling both to hit and damage at the same time to speed up combat. Interestingly enough, TotM vs. Miniatures appears to be a larger gulf than many other tool/technique gulfs. TotM players call using miniatures and grids a tactical wargame. It really isn't. It's just a tool to help the players and DM be on the same page and following some of the rules. Yes, distances and positioning might become a little more important (and the DM often has to set up an initial "map" of the area), but even in TotM, distances and/or directions are often stated by DMs or asked by players. It just be an area of the rules where mistakes are made (and often ignored), or miscommunications can more easily occur in TotM, but that might not be important for a given table. Distance, direction, and even orientation ("the guard has his back to you") can all be important parts of TotM. They just have differing amounts of importance depending on situation, but they are still pieces of information that players might need or want to have. Grids vs. strings for measuring distance appears to be a more minor gulf, but again, this is just a different technique to pretty much determine the same information. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Theatre of the Mind or Miniatures?
Top