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Maps and Minis...
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Vanion
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PostPosted: Sun Aug 14, 2005 10:09 am    Post subject: Reply with quote

Lord Aramus wrote:
wow.. my game group is exactly opposite of that. They tend to get unfocused if they don't have a battle layed out in front of them. I get alot of "describe my cover options and what can I see from this position, etc when I have the figures out Very Happy

mostly I do token style figures.. that way when something gets downed I replace it with an obstacle counter instead of removing a figurine from the map. that way the players know they'll have to circumvent a square where something is incapacitated or they'll have to interact with it somehow.

If I get my ship tokens... I'll have to do destroyed versions of them to, to represent debris fields Very Happy


I have found this is how most of my players fel as well. Years ago, I used to just verbally describe the combat setting, area, and position/range of each character... but I tended to just either have a lot of confused players ("What do you mean... I'm at point blank range for the enemy???") or they tend to lose interest (Oh... It's my turn now?"). Now that I draw out the battle scene on the mega mat and have art distinctive and custom to each player, they tend to understand AND remain enthusiastic for the battle.

I am not one who is into miniature battles, but I do like seeing my players excited. Call it a failing of their imagination, or a lack of good RP, but it makes the whole experience better for my players and that's what it's all about to me. I think the custom paper figs I make do a lot to enhance the game for my players. They can look down and see their character in the midst of dodging blaster fire and whooshing vibroblades... complete down to quite a bit of detail!
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Lord Aramus
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PostPosted: Tue Aug 16, 2005 4:42 pm    Post subject: Reply with quote

we don't think of it as a communication failure.

I am a gm who counts.. when it is a player's turn, I count backwards from 5 to 0 and if the player has not declared an action by that point, he is still deciding what to do in combat and only acts to actively defend.

so having the battle drawn out and the (tokens, since I don't use figurines much) in front of them with a blast template or two.. allows them to do some seriously quick thinking.

"hmm.. with that group of stormies over there, this is the perfect time to test out my new batch of thermal deotonators...."
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garhkal
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PostPosted: Thu May 29, 2014 5:23 pm    Post subject: Reply with quote

Thread resurrection.
We have had lots of new folks since this one was put up for everyone POV..
So what's your input into the situation?

A) do you use maps and miniatures?
B) if so, how do you account for those characters being 'stealthy'?
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griff
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PostPosted: Thu May 29, 2014 8:11 pm    Post subject: Reply with quote

I have used maps with minis, maps just to show the lay out of the space, years ago we used Lego.casstle minifigs for D&D. I have thought about writing rules for Lego Star Wars the RPG.
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DougRed4
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PostPosted: Fri May 30, 2014 12:32 pm    Post subject: Reply with quote

Great thread, and I find myself agreeing with the viewpoints shared by Vanion above.

As some of you have seen on my Death of Liberty thread, I like to use small, cardboard 1" (generally) counters.

They help give the players an idea of where they're at, what they would see, who is in what range, and a whole host of things that you don't get when you just simply describe things verbally.

Yes, I've done tons of verbal (only) role-playing, and I don't think it slows anything down or turns it into a wargame/miniatures game. Just last session, after I made scaled versions of each of their vehicles (as well as miniature ones to use on a huge map of the race circuit), one player remarked how it reminded him of Formula Dé (a racing game he loves).

I haven't used 'stealth' counters at all yet in our Star Wars game, but what I usually do is make regular counters for those characters, as well as different versions for when the character is invisible/being stealthy. To do this, I make a copy in Microsoft Word using the 'Washout' (or similar) feature, so the image is ghosted.
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Dromdarr_Alark
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PostPosted: Fri May 30, 2014 3:04 pm    Post subject: Reply with quote

I only used a map and minis when my players were running through a fight club circuit that had interactive terrain like moving floors, rising platforms, spikes, and fire. I needed the map to keep track of everything and to have the combat be more tactical.

Otherwise, I try to keep it in the theater of the mind.
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garhkal
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PostPosted: Fri May 30, 2014 3:16 pm    Post subject: Reply with quote

For those who do 'minds eye' tracking. How do you determine how many enemy are in range for grenades and other explosives?
How quickly someone can move up to a group of enemies for melee?
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Dromdarr_Alark
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PostPosted: Fri May 30, 2014 4:57 pm    Post subject: Reply with quote

garhkal wrote:
For those who do 'minds eye' tracking. How do you determine how many enemy are in range for grenades and other explosives?
How quickly someone can move up to a group of enemies for melee?


I just come up with a number in my head. These things have never been an issue.
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shootingwomprats
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PostPosted: Fri May 30, 2014 6:55 pm    Post subject: Reply with quote

I will share what I do in my games.

First off I am narrative intensive. This means I want my players in character as much as possible. I want them concentrating on the story and the actions of their character. I ask them to narrate things from time to time so that they are involved in evolving the story. Occasionally I ask them to narrate their successes and failures (especially if it is a Complication or Spectacular Success).

To help set the mood and give the players an idea of how something may appear I will put pictures up on the map layer (they rest on the GM layer where they cannot see them, then I move them to the Map layer when the narration moves along). I explain that the picture is for flavor and to stir their imaginations, not everything that appears in the picture is there.

I have a token for each character on the Roll20 virtual table with an attached character sheet. As we move from one seen to another or a vehicle or what not, I will move the tokens to the appropriate picture. This helps to keep track of what players are where.

Occasionally my narrative skills are not up to the task, when this happens I will draw out a very quick and simple map. I explain it is not to scale and that ranges are approximate. When bad guys show up, I drop the appropriate number on the table and say they are roughly such and such meters away.

I don't tell my players what the difficulty is, but I will tell them approximate ranges. If they are going for cover I will tell them what to add to the Dodge roll if anything or else roll for the cover modifier if they choose not to dodge, trusting to range difficulty and cover.

I find this lose and abstract system works for my games. I have noticed the quickest way to knock your characters out of playing their characters is to drop a map on the table and start combat. I will admit that this approach does take a little getting used to but, its exceedingly fast. Toss in the occasional narration from a player and voila you got a yourselves a good time.
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lurker
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PostPosted: Fri May 30, 2014 10:43 pm    Post subject: Reply with quote

shootingwomprats wrote:


I will share what I do in my games.

First off I am narrative intensive. This means I want my players in character as much as possible. I want them concentrating on the story and the actions of their character. I ask them to narrate things from time to time so that they are involved in evolving the story. Occasionally I ask them to narrate their successes and failures (especially if it is a Complication or Spectacular Success).

....

I find this lose and abstract system works for my games. I have noticed the quickest way to knock your characters out of playing their characters is to drop a map on the table and start combat. I will admit that this approach does take a little getting used to but, its exceedingly fast. Toss in the occasional narration from a player and voila you got a yourselves a good time.


Again, I can attest to that ...

I'll start off by saying that I come from a background of loving miniature war games, and in AD&D I always used miniatures in my games. Even playing C&C over Skype, we used miniatures (tokens I guess is better). That said I was never crunchy on their use. I never measured to check to see the range etc. That was part of the narrative. The minies were just to enhance the narrative of the game/combat.

That said, it was a shock in the first few games with SWR. Then it was an even bigger shock when I had to narrate my 1 on a wild dice with a failed check, & the spectacular successes ... luckily I got a lot of practice with narrating the numerous 1s that eventually got the nickname of "rolling a Harris". It also helped that I DMed back in the day, so feeding into the narrating eventually came naturally.


Ok with that, yes the games are fast paced, and pull you into the game by you feeding into the game. That goes without saying that the game is a blast!
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Naaman
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PostPosted: Sat May 31, 2014 12:15 am    Post subject: Reply with quote

Our games are a little bit of both. When the situation is complex, we may request a map. But for the most part (especially in space battles) we just narrate.

But we dont actually se miniatures. We just sketch out a very, very rough map to show relative positions. And then ask questions like: " can I make it to that rock in one move?" Or "Does that guy appear to my character to be within grenade range?" Etc...

Fr space battles its much less necessary to draw maps because the only skills needed are gunnery, pilot and (maybe) sensors. You're either chasing or being chased usually.
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DougRed4
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PostPosted: Mon Jun 02, 2014 5:12 pm    Post subject: Reply with quote

I don't think it should be said (or even implied) that using maps and minis necessarily slows things down into a tactical exercise. Perhaps for some it does (slow things down), but for me - though it takes a bit more prep work up front - it actually greatly speeds up play.

I've run many games using only 'theater of the mind' and it too is good for what it's worth. With Marvel Heroic Roleplaying (an extremely narrative game, that doesn't even have things like ranges), I moved from completely spoken/narrative, to using counters. I found that it helped clarify simple things like which characters were together, which ones were actually up on the roof or in the ship, etc.

My games can crack along at a brisk pace as well. They generally only slow down due to a large number of players.
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