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Post by wolfangamadeus on May 17, 2014 16:53:49 GMT
DM Scotty just released a very cool video with modular cavern systems like these. I've been using these with grid maps. It makes it easier to emulate the maps of modules and scenarios without having to build a whole new dungeon every game. I also use modular stone walls made out of foam core board to make houses, etc... To create the "forest" terrain, I start with layers of cardboard and popsicle sticks for support. I then use hot glue to create more ridges. Next, I use a contrasting green acrylic paint as an undercoat (usually darker from the turf color). After that has dried, I use a mixture of white glue and water and brush over them. While the glue is still wet, I dump the green terrain over the pieces in a plastic bag and shake it around. I then glue rocky bits and bush terrain to the base sections. After it has dried, I use a matte clear coating to seal it. I use "Armory Clear Matte Sealer." The label was done by the same artist who did the artwork for Munchkin, and I like to support local guys. This idea was inspired by permanent train landscapes I used to do. The need for dynamic terrains for RPGs was the impetus for this modular design without having to draw new maps for every session. To create the cavern/mountain terrain, I started with the same base as the forest. I then used hot glue to attach crumpled tinfoil. Then I prime, paint it and seal it. The tinfoil was inspired by DMG. I really like how DM Scotty used paper instead. If I build more, I'll use his method. Here is a link to the pics of my terrain. I hope it inspires others to make this idea even better: imgur.com/a/7oI0q#0
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Post by yothebob on May 17, 2014 17:43:22 GMT
your forest sounds awesome, id love to see how it turns out.
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Post by wolfangamadeus on May 17, 2014 18:20:36 GMT
your forest sounds awesome, id love to see how it turns out. Thanks! Here's the link: imgur.com/a/7oI0q#1
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Post by onethatwas on May 18, 2014 8:46:56 GMT
Thats actually a really cool outdoor system. I'd love to see it implemented with a mat underneath it, just to see the contrast. Its an awesome idea for how to make negative space work!
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Post by tauster on May 18, 2014 9:25:57 GMT
I like your idea of applying Scotty's rock wall system to a forest theme! Generally, I really love this new way of creating walls just by rolling up some whitheglued kitchen roll - it's only a fraction of the effort that would go into making them with cardboard like I did with rock walls adn pillars ( here and here, plus here (lower half of the post) and ice walls ( here, as well as here, here, and here).
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Post by sgtslag on May 25, 2014 19:08:57 GMT
With regards to ground mats, check your local fabric stores for prints and patterns on bolts of cloth. Ask the staff for help, to save your valuable time wading through hundreds of bolts. I found several patterns usable for grasslands, swamps, forests, and even underground caverns (mottled grays, browns, and blacks). If you find a pattern you like, buy as much as you think you will ever need, as the patterns are run in large lots, then they disappear as new patterns are introduced -- if you like it, but don't buy it, you probably won't see it again... You can make your own patterned ground cloths, but I would rather purchase something suitable, washable, and something I don't have to make -- I can put that time into other projects!
One thing I do for my mass battle games, is I cut up pieces of fabric with appropriate patterns on them, into odd shaped ovals (my wife has a surge sewing machine, which I use to finish the edges, preventing them from unraveling). These ovals are used to represent regions of forest (copses of trees), areas of swamp water, and even farm fields. I put a few pieces of appropriate terrain on top of the fabric, to help sell the terrain: trees on top of the forest fabric, and plastic swamp plants on top of the swamp ovals. The limited number of trees, swamp plants, etc., allow the players to freely move their figures about in the terrain by simply moving the tree/plant out of the figure's way. That way I have the forest region marked out, so players know when they enter/exit the regions (affects movement), and it can provide cover, or even hide them from enemies who cannot see too far into the terrain region. These areas also act as movement limiters, since some troop types march shoulder-to-shoulder, and to enter a forest, or a swamp, they would have to go into disorder -- something that can drastically reduce their combat effectiveness! Quite often the player will avoid the terrain, by going around it, rather than through it, slowing them down, giving their enemy more time to form up to receive their advance.
All of these concepts can be used within an RPG session, as well. Terrain can drastically affect combat tactics, and this is a great way to introduce it into your games. As DM Scotty pointed out in his video, terrain features can serve as entry points for monsters: what is lurking beneath the surface of the water in that swamp; what is hiding within that grove of trees? Let the PC's approach and discover for themselves! Cheers!
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