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Old 02-29-2020, 09:38 AM   #7
larsdangly
 
Join Date: Dec 2017
Default Re: Mega (or at least big) TFT dungeons!

Yes, that's what I'm saying. But note that initiative is not an issue when there is only the party at the table (unless they decide to race each other to some goal, which I've not seen yet).

So, the way a 'turn' works is just based on the constraints on movement and actions. I.e., if everyone is walking calmly through some space, they will move in 2-3 hex increments. If nothing is going on, several turns might get resolved in a few seconds of real time, as players march their markers around the map. If someone wants to listen at a door or search a niche for something hidden, then they will spend the appropriate number of turns standing or squatting or whatever while others are free to move. If someone breaks into a run they might quickly move themselves 6-12 hexes.

The GM, meanwhile, is placing and removing tiles as spaces come in and out of view, commenting on things that are obviously seen, and watching carefully where people walk or run, i.e., in case they step on a trap or walk under a slime or something.

If you don't know what you are doing, all of this can seem overwhelming and might go slowly if people have 'decision paralysis'. But we have been doing this for hours per week for a number of months and are pretty good at it. The whole thing just flows, and play actually feels more brisk and engaged than the usual dungeon crawl mode of 'encounter; end of encounter; give the GM vague instructions about your next move; listen to GM until he or she tells you its time for another encounter; repeat'.
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