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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