Subject:
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Re: Elements of a brick oriented RPG
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Newsgroups:
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lugnet.gaming
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Date:
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Fri, 17 May 2002 22:17:07 GMT
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Viewed:
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3887 times
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Mike Rayhawk wrote:
>
> In lugnet.fun.gaming, Mike Rayhawk writes:
> > Fortunately it's easy to design scenarios that limit players' movement, or
> > at least limit the action to areas where all the scenery is pre-built. I
> > remember relying heavily on 'escape the haunted mansion' adventures, and on
> > adventures that took place entirely within the confines of a
> > carefully-designed space station.
>
> Almost forgot - the other thing we used to do is build a whole bunch of
> dungeon 'modules' on the old green 10x20 bricks. We'd hide them under the
> table and asseble them together like dominoes as the players traveled
> further and further into the dungeon. This didn't leave a lot of room for
> role-playing but it always struck me as a neat use of the medium.
Dungeon scenarios don't have to be devoid of role playing. Actually,
most of the Fantasy campaigns I have run have had a majority of the
scenarios involve an underground or indoor location. Outdoor locations
though can be the easiest to do if you build up some basic modular
units. Look at so many of those really nifty miniatures battles, they
rely on a relatively small library of features, the key ones being hills
which can be placed in a variety of ways, and combined to make larger
hills.
Frank
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Message is in Reply To:
| | Re: Elements of a brick oriented RPG
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| (...) Almost forgot - the other thing we used to do is build a whole bunch of dungeon 'modules' on the old green 10x20 bricks. We'd hide them under the table and asseble them together like dominoes as the players traveled further and further into (...) (23 years ago, 17-May-02, to lugnet.gaming)
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