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Old 07-30-2011, 06:43 PM   #1
Gavynn
 
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Default A DF Game - Ruins and Underground Chambers (with PICS!)

Greetings!

So I have been away from the hobby for a little bit, but I wanted to run at least a one-shot DF game, so I did. It had also been forever since I had done any painting or modeling, so I took some time to get back to that aspect of the hobby as well. So I designed a one-shot DF game around the new (or at least new to me) ruins sets from Dwarven Forge and their standard dungeon line as well. The idea was that the heroes were investigating some forgotten and overgrown ruins and then would break into the chambers beneath the ruins where the real goods are. I wanted to play with all the necromancer rules that have been provided in different supplements, so I gave it an undead theme. I completely repainted four Dwarven Forge sets, and scratch-built mushrooms, spears, halberds, banners, and other odds and ends to dress the dungeon up. The pics don't do it justice, really. I am very proud of the way it turned out.

The game went great. It lasted about five and half hours. I had everyone clear the clutter away when they reached the ruins and again when they broke into the underground chamber and snapped a few pictures. I can't upload them here, but you can find them over on the Dwarven Forge Forums, right here. I wanted to share them with you guys as well.

As I did mention over there, I am going to sell the sets (no room to store them), but if you are interested, please just PM me rather and posting in the thread.
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Old 07-30-2011, 06:51 PM   #2
sir_pudding
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Default Re: A DF Game - Ruins and Underground Chambers (with PICS!)

So you play with the tactical combat rules but no hexgrid? Do you use a protractor and a tape measure?
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Old 08-01-2011, 05:56 PM   #3
Gavynn
 
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Default Re: A DF Game - Ruins and Underground Chambers (with PICS!)

I am a big hex grid fan, and that is one of the downsides of the Dwarven Forge line. You have to stick with squares. But it really wasn't that big of a problem for a couple of reasons. First, this wasn't really a hardcore campaign game that was being played, so everything was cool if there was a little bit of fuzz here or there. And second, being that everything was being played in such close quarters anyway, especially up stairs in the ruins, that people were not moving that far and doing too many acrobatics, so turning radii and things like that weren't really a factor.

Well, and third, playing with miniatures in the dungeons sets is was kind of the point anyway, and I ran the game to fit the sets. And that has its own advantages. I think that is the better way to do it, especially for hardercore more serious games. Looking at an existing map and trying to replicate it in Dwarven Forge stuff (especially on the fly) never works out too well. You really need to design the dungeon from the beginning with Dwarven Forge sets in mind. Or if you have got a module or something with maps it, to take the time before the game and remake all the maps ahead of time and then drop in all of the stuff that was supposed to be in there. I did that one time with The Sunless Citadel, although it wasn't a [b]GURPS[/] Game.
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