|
Post by onethatwas on Dec 9, 2013 16:23:49 GMT
So DM Scotty has made alot of videos covering...well, alot of stuff. Alot of awezome stuff (Yes, with a Z). But as far as I know, there hasn't been anything done on underwater terrain.
Volcanic terrain, forext terrain, cavern terrain, ruins terrain...lots of good stuff. But, I am interested in seeing what neat insights he would have to creating terrain to be used specifically underwater, like as part of a sub-aquatic quest where players would have to find a way to breath underwater (Or perhaps already can, as the adventure is set underwater initially) and explore sunken ruins, kelp forests, shipwrecks, etc.
I think it also poses a bit of a challenge, because aquatic adventuring is done almost exclusively on the 3 dimensional spectrum, like flight (Not to be confused here, I am not implying DM Scotty deviate from the awezomeness of 2.5D terrain). So how could this be implemented with terrain tiles?
So, just an idea. Hopefully I'm striking new ground here, and not asking for something that's already been done (I have alot of scotty's videos to catch up on still).
|
|
|
Post by DMScotty on Dec 9, 2013 16:47:56 GMT
You could use my flying technique for UW adventures. Just make the tiles like you normally would for normal areas with variations for the environment.
|
|
|
Post by thorswulf on Dec 9, 2013 18:41:58 GMT
Well, I think what you have here is more than just one adaptation. Tiles would be awesome for underwater caves, and you could use some pretty cool colors for coral. You might want to use a light colored texture paint, and over spray with a more colorful, er, color. Most sea bottom is sandy or rocky in some places which could be done with felt, cloth, or even a large piece of heavy paper covered in sand. A visit to the pet store could be fun for providing grasses (for kelp), and other marine flora, as well as coral rocks and the like.
Toy stores can furnish you with plastic sharks, squid, and so forth, which can be mounted on platforms, or have supports inserted into them. A word of warning though: The plastic that these critters is made of is notoriously tough, and it might take more effort than you think when drilling those holes.
Things like shipwrecks could be a little more diificult . However if you made a deck layout on cardboard and then cut it apart to simulate wreckage that could work. You could even use thin cardstock to create the ship's sides, and hang both halves on a small rock to make it look broken.
Something like an underwater castle could be simulated with a mixture of cardboard tiles and foam walls to give the illusion of a castle. You might even want to use a smaller model and switch over to tiles once inside. You could decorate the building with shells, or if large enough make the shells a dwelling place!
|
|
|
Post by thedmg on Dec 9, 2013 20:59:21 GMT
Use a fish tank and move minis with fishing line tied to them. Suddenly an idea with a wire coat hanger, fishing line and... calmly... calmly.
|
|
dmjonny
Paint Manipulator
Posts: 133
|
Post by dmjonny on Dec 9, 2013 21:53:42 GMT
Use a fish tank and move minis with fishing line tied to them. Suddenly an idea with a wire coat hanger, fishing line and... calmly... calmly. dmg you crack me up :-)) love it
|
|
|
Post by onethatwas on Dec 9, 2013 22:18:45 GMT
Its more about getting a feel for underwater terrain, visuals done by a skilled hand to demonstrate what underwater terrain could look like.
In essence I suppose using cavern or ruins terrain with some watery tones and maybe a flourish here or there to look like coral or kelp is really all it boils down to, with the flight representation technique. But somehow that just seems too simple. Could just be me.
|
|
dmjonny
Paint Manipulator
Posts: 133
|
Post by dmjonny on Dec 10, 2013 6:38:33 GMT
Find a photo of a sea or lake bed and study it .. best this I could think off is that the base of the floor bed in never level .. so maybe a sheet of card with humps and bumps on it like a paper tissue and glue effect. And spray with a sand effect.
Im kinda explaining it so it looks like a dessert and do the walls in a sea blue. And under water you must have stuff or objects in the seabed itself. Ship parts. Chests. Seaweed. If you went to an aquarium store I know you can buy back boards for a fish rank that simulate sea etc.
maybe thats a place to start thinking. Movement and gameplay. Just slow it down. Think underwater currents and use a scatter dice like in warhammer? Just things like that to take into account maybe.
Hope this helps :-))
|
|
|
Post by thorswulf on Dec 10, 2013 18:42:58 GMT
Actually a back drop photo, or painting, heck even a piece of transparent blue plastic might reinforce the underwater tone. Conversely make every player wear blue colored glasses, with wee little fishies painted on the lenses!
|
|
|
Post by drathirbarrastudios on Dec 11, 2013 14:12:58 GMT
Don't forget to check your thrift stores for the aquarium items. We have one that is always a goldmine for stone formations, cute signs, plants, gravel, and even tanks. When you buy it new at the pet store those pieces can be quite expensive!
|
|
|
Post by gnomezrule on Dec 11, 2013 20:12:55 GMT
I did a partially submerged cavern. I painted it a sandy color added some spots that were the same as the cave walls (because it was a cave in the reef on the cost of an island). When completed I went over it with a very watered down blue. I mean really thin blue. If I had the time and money to attempt I would consider using clear waterproof sealant after the wash. This from what the tutorial I watched (I think it was something about cheap water effects for wargame scenery or some such search). The sealant dries clear and can be shaped into waves. Though this creates a good water surface not the impression you are actually under water. Perhaps some fish swimming about or the fake aquarium plants would do well for this.
|
|
|
Post by halloweenville on Dec 15, 2013 20:04:22 GMT
Great Idea's
|
|
dmj
Paint Manipulator
Posts: 245
|
Post by dmj on Jan 16, 2014 18:17:24 GMT
I'd say use a large aquarium background photo as a play mat and fish tank plastic plants would easily give that under water feel
|
|
dmj
Paint Manipulator
Posts: 245
|
Post by dmj on Jan 16, 2014 18:18:52 GMT
Oh and seal props with the highest gloss sealant you can find
|
|
|
Post by DMNate on Feb 1, 2014 10:04:29 GMT
You know, I think you could go a long way with some lighting. I don't think it would take much planning to get a blue balloon and a flashlight to give an encounter an underwater feel. The rest could be done with some painting techniques. That being said, this same technique could be used to do fire caverns and areas like that. I'm planning on doing this once such a situation arises for such a setting.
|
|
|
Post by sgtslag on Feb 3, 2014 17:57:22 GMT
I've been thinking about an undersea campaign, with PC's drawn from the aquatic races (magical means of breathing underwater are a bit of a stretch for me, and my players, over the long haul needed beyond a few hours time underwater...). Unfortunately, it requires a high level of commitment, and that isn't there with my current players. Still, here are two things which might prove useful to those seriously interested in pursuing it: 1) Classic Play Book of the Sea: absolutely incredible stuff; sea-/water-specific spells for PC's and monsters (mage and cleric both covered amazingly well...); rules and information about the undersea environment, hazards, races (several new ones, some old ones with new twists); information about the ecology of the races, and how and where they live, as well as why. Worth every penny, fun to read, as a DM, loads of options. Written for 3.5 D&D, but adaptable to all versions, with a little work. 2) A commercially available, 3-D flight/swim system for use with miniatures, adapted a bit, by me: link. About 1/3 the way down the page, project #3. There is a link to the commercial product, where to buy ( direct link, $1.50 to download it), in the page article on project #3. Cheers!
|
|
|
Post by onethatwas on Feb 3, 2014 18:29:28 GMT
Wow, I forgot I had started this thread...
Lots of good ideas, and any book that expands the gaming 'verse is great in my opinion sgtslag.
Thinking about it, I am considering doing a test on ocean flor terrain. If I get anything good out of it I'll post the results. It may be an exceptionally small scale (non playable except as a single, small tile encounter), since I have limited time and lots of other projects waiting
|
|
|
Post by tauster on Feb 3, 2014 18:54:40 GMT
Still, here are two things which might prove useful to those seriously interested in pursuing it: 1) Classic Play Book of the Sea: absolutely incredible stuff; sea-/water-specific spells for PC's and monsters (mage and cleric both covered amazingly well...); rules and information about the undersea environment, hazards, races (several new ones, some old ones with new twists); information about the ecology of the races, and how and where they live, as well as why. Worth every penny, fun to read, as a DM, loads of options. Written for 3.5 D&D, but adaptable to all versions, with a little work. sgtslag, would you say this book is useful for underwater adventures or only for adventures on the surface? I'm asking because the players of my longtime underdark campaign are preparing for an attack of an Aboleth city, which means crossing a large subterranean sea AND some adventures underwater. They will need a boat (miles below in the lower underdark, so obviously a magic item is required - I have already solved that problem) plus spells magic items, etc. for being able to survive underwater. I already have WotC's 2e book 'Of ships and the sea', the 3e book 'Stormwrack', but so far I hadn't heard of the one you mentioned. I haven't been a fan of Mongoose's books so far, but your praise make me think about spending the money on the pdf (much cheaper than the hardcover)...
|
|
|
Post by sgtslag on Feb 3, 2014 21:02:49 GMT
It covers both types of adventures: above, and below the surface. There are new spells, equipment, ideas for adventures, some ideas on culture, and more. It's a huge amount of material covering the whole enchilada. I found it really more than I expected -- it blew my attempts with sea clerics and their gods (granted powers and spells) completely away... YMMV. Cheers!
|
|
|
Post by tauster on Feb 3, 2014 22:13:14 GMT
...sold. Since the pdf isn't too expensive (less than 5€) I just grabbed it. Now I need to find the time to actually read it. But who needs sleep anyway? *g*
|
|
|
Post by sgtslag on Feb 4, 2014 14:21:00 GMT
Just for giggles, I will share some of the interesting tid-bits from the book... The Continental Shelf, a shallow portion of the ocean, which surrounds every continent for many miles out from their shoreline, is where most of the aquatic races dwell. Beyond the Shelf, is what is known as the Abyss: this is populated by the strange, and the weird critters; The Abyss has crushing pressures, which few races can survive. There is a new race, known as the Abyssians(?), a weird, incredibly ancient race. Their clerics feast upon the sunken flesh of dead gods, which has intriguing side-effects upon them. It gives some ideas on what this race is, what they do, etcetera. They're interesting, but more of a one-off type of adventure hook. There is a city of vampires, in the Abyss, as well. They are immune to the crushing pressures. They have teleportation gates which they use to visit cities, to gather blood into special containers, which they take back, to feed their population with. They don't care if anyone follows them back through their teleportation gates -- the pressure will crush anything not protected. The author ignores some science here, but I can work around that (when the Vampires teleport out of the crushing pressure of two miles, or more, of water, they would explode when they appear within a city's low pressure atmosphere which would release the compressed water within their dead bodies... Of course you could always say, "It's FM, Baby, Freakin' Magic!"). The Vampire city is ruled by a queen, who has an agenda she has been working on for centuries... Of course. There are different types of armor available, made from undersea components. There are discussions on flora and fauna. It really is quite a different environment, and it would take a while to acclimate one's self to it. The most difficult part, I think, is the 3-D combat. Even with the flight sticks system, you will still need to wrap your mind around it -- you can be attacked from all sides, all angles, unless you go to the bottom, or put the water surface at your back. Magic is very different, and there is a host of new spells to learn about, and how to use in this new, spherical environment. I would love to dive into it (pun intended). Who knows, I have one player chomping at the bit to try it. Maybe I can sneak a temporary underwater adventure in on them, to see if they would be interested after they get a taste of the salty seawater... Cheers! PS: Here is the link to the downloadable, PDF version of the book (250+ pages): RPGNow_Link, $5.99 current price. I bought the hardback book off of Amazon, but the price was around 3x the PDF price.
|
|