Use of 3d scenery to make a dungeon...

reiku_uk

First Post
What's the consensus on using 3d scenery to make a dungeon in regards to player exploration?

I've started a new game and so far have had my games use 3d scenery, but we're about to delve into our first dungeon. How do you deal with the so-called 'fog-of-war' effect that stops players being able to see areas they haven't explored yet? I can either have the whole dungeon ready built for when they arrive (saving time but destroying any sense of exploration) or build it as they go (which might take a bit of time and pull players out of the moment while they watch me connecting corridor sections...)

Anyone have any experiences with this? How did you guys get round the problem (If you did at all)?

Thanks in advance :)
 

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Are you using Dwarven Forge stuff? Just how extensive of a 3D design are wetalking? Would you need more than 30 seconds to connect a new dungeon section?

What I do with my maps, 3-D or otherwise, is design in nodes. This works really well for 4e where the assumption is encounter *areas* instead of rooms. Say the PCs were exploring a sewer. I might break into the floodgate entrance, upper tunnels, waterworks chamber, and several other nodes, each comprised of multiple rooms. The idea is that by entering the space the PCs get a feel for the rough layout automatically.

You might preassemble your 3D dungeon in a similar zone/node based way, maybe stashing the different sections under the table on flattened cardboard boxes. That way you can slide them out on the table like a big fat Italian chef.

:)
 

I'm probably gonna go with FDG EZ Dungeons deluxe set, purely because then I can print as much or as little as I need, as often as I need.

The node idea sounds good. Build each section separately and just place it on the board as the players explore... I'll have to double check how complex the map is gonna be and see if that's feasible.
 

I occasionally use 3D terrain, eg for the Temple of Naarash in the finale of 'Heathen' last Monday. I did a 2D map on a flipmat, then placed the pre-built 'Harrowing Halls' 3D stairs, platforms etc on top as the PCs reached the appropriate areas. You can see the result here:
Loudwater: Pillars of Night - The Death of Naarash

It worked great overall, especially the final battles around the Eye of Naarash. The only issue was that the first battle on the temple steps against the Temple Guard, some of the players on the left side of the table had trouble seeing their PCs at the bottom of the steps.
 

Sometimes I cover up the unexplored sections with pieces of paper. Sometimes I just set it out and just trust the players not to metagame.

(Also I've been happy with all the stuff I've purchased from Fat Dragon).
 

Sometimes I cover up the unexplored sections with pieces of paper. Sometimes I just set it out and just trust the players not to metagame.

(Also I've been happy with all the stuff I've purchased from Fat Dragon).

What's the deal with mounting the peices on foam board? Is it a must or a preference? I know a nearby shop that sells it and much as it's not EXPENSIVE, I'd like to avoid any costs I possibly can.
 

reiku_uk said:
What's the deal with mounting the peices on foam board? Is it a must or a preference? I know a nearby shop that sells it and much as it's not EXPENSIVE, I'd like to avoid any costs I possibly can.

It's just a preference. I think it's supposed to speed up construction time when you put your dungeon together. I prefer not to because it reduces the versatility. I find that clipping the pieces together with bobby pins words supper well.

(If there are not directions with the file you got just cut a small flap in the top of each piece at each edge that you want to attach to another piece. Then stick a bobby pin in each little hole and they won't break apart during battle.)
 

FDG is great. You can also go worldworks, either the stuff you print and make yourself, or their terraclips system.

I use extensive 3D terrain (as Matthew can attest) in my games. It's actually pretty easy to make cavern pieces, it's walls that are tough. In my games, I generally don't cover up the unexplored areas, but I have at times done it. You'd have to ask Matthew if he metagames or not....
 

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