Quote:
Originally Posted by larsdangly
And there is one respect in which the tiles are actually better than DF-style set ups: you can lay them out piece by piece, gradually revealing (and re-concealing) only those things that can be seen by the players as they move through a labyrinth. [snip] When the players move I simply lay down the new tiles that correspond to what they can now see and remove those that correspond to spaces they can no longer see. This approach introduces a level of mystery and spookiness when they hear or smell something that is out of range of their vision!
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A thousand times, yes. At least that's how I do it. The big map or play mat showing too much at once is a spoiler, compromising the players' sense of mystery.
The tiles don't have to be MH though, nor do they have to be squares instead of hexes at the combat scale like DF and others, although it's dang near impossible to find rectilinear tiles with hexes printed on them. I know because I searched high and low before publishing my own tile kit, and found only one set (and those were non-uniform pieces which doesn't really help much when planning your map).