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Post by Malex on Nov 19, 2013 6:11:27 GMT -8
To the initial question. The 4e core rule book has options for altering combat to however the group feels most comfortable. 5e kept up that tradition.
Check out the Runners Toolkit, Sprawl Sites: High Society and Low Life, and Sprawl Sites: North America. All together you'll have plenty of throwdown mats for combat encounters, and you can use wipe off markers on them.
I tend to make combat more deadly so as to avoid murder hobo PCs, since it makes combat something they'll unlikely walk away from without a limp. A limp that can significantly hamper their performance on a run, and thus stand between getting paid or shot by Mr. J, will usually prevent the party from engaging in lots of unnecessary combat.
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Post by Houndin on Nov 19, 2013 7:02:42 GMT -8
The map was completed only a day late, but I am still held by the honor NDA until the product is published. Once that's done I'll be posting it to G+ and provide a link here (to save on Stu's storage quota)
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Post by Houndin on Feb 26, 2014 9:51:46 GMT -8
I realize it has been ages since I said I'd post the link, but it has finally been published in Volume II of Secret Santicore 2013, page 159 Links: Santicore 2013 Volume I Volume IIand my originals
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Post by The Northman on Feb 27, 2014 16:35:38 GMT -8
Very cool.
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D.T. Pints
Instigator
JACKERCON 2018: WITH GREAT POWER COMES GREAT RESPONSIBILITY June 22-July 1st
Posts: 2,857
Currently Playing: D&D 5e, Pathfinder, DUNGEONWORLD, Star Wars Edge of the Empire
Currently Running: DUNGEONWORLD, PATHFINDER
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Post by D.T. Pints on Feb 28, 2014 8:18:08 GMT -8
What an awesome collection of tables! A Dio inspired horrific hallucinations ? A recommended list of Black Metal songs! Oh the Shadowrun stuff is great too. .
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Post by Houndin on Feb 28, 2014 8:20:20 GMT -8
What an awesome collection of tables! A Dio inspired horrific hallucinations ? A recommended list of Black Metal songs! Oh the Shadowrun stuff is great too. . Lol D.T. Pints The santicore projects is a crowdsourced OSR-back thing that's been running a few years now. I've contributed maps to the last 2 or 3. It's always random what request you get, but it's a blast to take part.
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Deleted
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Post by Deleted on Mar 1, 2014 15:46:13 GMT -8
I think much more important than maps and scales are details, cover to hide behind and little gadgets or things the players could use. When we play than most of the time in fights or tactical situations I will tell the players that they can reach their destination this round or next round without bothering them with exact distances. Maps are an added bonus.
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dnddad
Journeyman Douchebag
They're bullywugs aren't they Pat...
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Preferred Game Systems: WEG D6 Star Wars, Shadowrun 2nd, Battletech 3rd, Mechwarrior 2nd, AD&D 2nd, AFMBE rev, Savage Worlds Deluxe, Usagi Yojimbo, Marvel Super Heroes Advanced
Currently Playing: Frostgrave & Boltaction
Currently Running: from my problems
Favorite Species of Monkey: Spong
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Post by dnddad on Apr 11, 2014 8:59:30 GMT -8
The 2nd edition gm screen had a bunch of point maps where a single point meant 5ft from the closest point. It followed the DMZ boardgame layout.
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plusx2a
Strategicon/RPG Section Staff
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Preferred Game Systems: Savage Worlds, Modiphius 2d20, FATE, PbTA
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Currently Running: Savage World of Solomon Cane, Modiphius Conan
Favorite Species of Monkey: Spider
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Post by plusx2a on May 5, 2014 15:55:37 GMT -8
I can tell you that it works best with a good sheet of paper, a quickly drawn map to create a consensus on what the field looks like and once that is established go straight off on narration. I have tried it with just TotM and detailed miniatures movement and combat and that has worked best every time. I run SR Missions for the demo team and I have had great success with that method.
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Post by Malex on Jul 5, 2014 7:27:41 GMT -8
In SR4 I picked up the Runner's Toolkit which has some location maps and then there were two other packs of these things which were released. You might find them useful for generating scenes around a location.
As for combat mapping, typically I use a white board and some dice to represent PCs and NPCs. I let the players draw onto the map some environmental objects (not telling them where they will be when things begin), and that's it. Everything else is theatre of the mind, the 'map' is just a point of reference for those who are more visually oriented (me).
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