BeardedDork wrote:I think its probably better to just describe a layout than to slow down gaming to draw one.
I could not disagree more vehamently, in my experience having a map leads to more creativity among the players so things tend not to slow down to a standing slug-fest.
Hold on now... MrJupiter isn't crazy, wait... you're not crazy are you MrJupiter? ....... uh... No. Not crazy, right.
Anyway... I agree with his sentiment. Theoretically (and sometimes actually) the descriptions and "special effects" of the event and action CAN be cooler if not pinned down on a table concretely. I *GET* that. One of my friends talks about this from his AD&D days.
However... that said - I (while not vehemently, but rather strongly) also agree with BD. I can't say that a map leads directly to more creativity, but I WOULD say it leads to a smoother *transition* to thinking creatively. Huh?! What I mean to say is, it seems like every time I describe things (only) I find that at least one of my players are confused about what I'm meaning... then it takes about 3 times the effort/time to get every player on the same page (no pun intended) of understanding the environs.
Heck... even if I do have a "top-down" map lain out... If/when I start describing things on the walls, ceiling or on ANY plain that I can't draw on the map - it starts getting confusing. (example: trying to in-game-quickly describe a ledge on the side of a building, how high up it is, how far it juts out, what it's made of, how high is the building, etc.. etc... etc...
Maybe I'm just not as "quick" and verbose at describing physical sites during-game as I am imagining them.
Either way, in my experience I have found that quickly sketching out the general layout (more detail with more time) to give EVERYONE the same exact impression of the dimensions of the area.
Then start going off with your awesome "unlimited budget" of special effects and "set dressing" to describe that simple layout. It's like having a blank canvas (the base layout area map) then painting your picture - imagery, smells, dampness, feeling, etc... describing the MOOD of the scene.
To me, that is the quickest-easiest way to get to the heart of the scene (the role-play & story) for the player group.
So, neither a map or description work well alone. Even those super NICE maps printed from WotC or WizKids (for HeroClix).
BeardedDork wrote:
That is such an awesome way to halndle this issue, I am going to do this as soon as payday rolls around.
Hey awesome!
I'd note that my players are starting to *get* the point of these little counters better now.... This past weekend (in our D&D4 game) they finally realized the *idea* behind them and actually asked "Can we go ahead and number these monsters?" after I'd laid them out on the map-board.
Which was great.
That's what they're intended for!! Easy reference and speed of play for the "GAME" part of role-playing game!
Now...
I wish there were a better way to continue the DESCRIPTIVE part of "which one I hit" when it comes to these handy little counters.
I do my BEST to remind and re describe the scene often in-play. But it (almost) grates on me when a player says "I scream my sword down, cleaving a hefty slash into... uh... the green counter #4..."
If you have any questions about making those things.... OR if you come up with a better outcome/idea, please speak up!!
That's what I'd hoped THIS thread could do... make an all encompassing thread for the "props" of game-play for a supers game!
anyone else got any (before I give more?) - HINT... I'll try to give ONE of my ideas for every idea someone else gives! heheh
RAWK!
-kev-