There is absoluely nothing wrong with building as you go. For larger dungeons caverns I often do it. They are much quicker to build than CBS. Castles will always be prebuilt.derekjr wrote: ↑Fri Jul 14, 2017 1:57 pmI'm relatively new to D&D, new to DF, love the idea of it, love the product, spent way too much on KS5 I have lots of questions.
I have the kind of personality that wants to buy EVERYTHING, but also have this skepticism about how much I will actually use the tiles. When I see large setups -- full dungeons, towns, etc. How do you prepare those things with all the uncertainty of what players will choose to do? Say you have an entire village laid out. Are you hoping they will spend the entire session there? If they're just going to be RP-ing in town, what do the tiles actually add to that? Do most people who do that just have enough living space to leave it setup for a long time?
I both do complete layouts and partials...see below. Keep in mind i have a huge gaming room (24x 31) and a large (15x15) gaming/mil history library/Game Factory. My game room has 2x 5x10' tables that 'fly' to the ceiling.
My space is very limited, so I just pre-build boss rooms or unique locations for special moments of the week. Encounters that I know will definitely happen. Yet even if I had more room, I struggle to see the use of a fully-realized, sprawling location in actual gameplay. If they're crawling through a large dungeon, don't they see you've built something hidden over there -- ruining the mystery -- even if you have it covered? Do you have a blueprint laid out, and build it as they go? can't see my players having the patience for that!
First, buy GAMEMASTERING by Jamieson. That will answer a lot of your questions. It revolutionizaed my play and saved lots of time.
In essence, I lay out a series of challenges based on the current plot. Understand also that my four gaming groups have been at it for 8, 6, 4 and 3 years, so I always have an ongoing plot.
A challenge is a situaion PC can accept or reject. Example: They enter a town, and a walking fishmonger offers them wares. If they are rude, if they are polite, if they buy - all different outcomes. And that outcom steers them to another part of town. And so on. Shortly after that will be another Challenge, in case they refuse that one.
I make a flowchart showing the challenges (numbered to match my 'script' which really is not a script) and navigate that way. For a town, I usually build most of it b/c building CBS takes so long; i just cover it with a sheet or cardboard. Things they could see anyway, like a tall building, I let stand up through the cover.
I have a similar misgiving about the tiles making every dungeon/cave/whathaveyou feel similar. Do your players express any fatigue about a dungeon of Dwarven make looking architecturally the same as a dungeon under a human castle? I can see how to make a unique layout with all the varied pieces, but they will always be brick dungeons, and damp-walled caverns, no? I'd be excited to see different styles in the future, like the Shrine of Sysuul.
I survey my PC every year. They unanimously and vociferously want DwF on the table,
year after year. Keep in mind that the bling and furnishings make the room. I almost never furnish a room till PC get there- we game in 15mm and I have a big collection of furniture. Setting up a room takes seconds.
I started rambling there, but I'm just looking for thoughts and tips from hardcore DF users/collectors about these issues. Or if they're not issues at all for you
The Chief Least Weasel of Valoria (Pretendant)
Totus KS Delenda Sunt