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Post by shaungamer on Apr 3, 2008 18:39:44 GMT -5
The Water tiles and greek ships have really given me something to think about.This would be a really interesting and fun take on Dungeon Plungin' Characters could be different types of ships, Triremes, Biremes etc. (You could even throw in some Junks and other ship types). Enemies could be other ships or sea monsters - Kraken, Narwhale, Sea Drake and Giant crabs. Traps could be Whirlpools, Sand bars, Fog and Reefs. Treasure chests would be small islands. (You are sailing around the big islands). As well as normal treasure you could find items to make your ship tougher, faster, more battle worthy or just able to repair damage. Secret alcoves could be treasure stores or ports on the big islands. They would have different capabilities as well!! Unfortunately I do not have the time to expand upon this theme. Anyone willing to give it a go?
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Post by arkcaver on Apr 7, 2008 13:26:59 GMT -5
Anyone willing to give it a go? I might be able to come up with something, although it may be a few weeks or so before I have a chance to mess around with it any (I want to finish my Greek Quest first).
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Post by mahotsukai on Apr 7, 2008 16:49:20 GMT -5
I think that for open bodies of water the edges are too regular.
However, I cannot think of how to add 'shoreline borders'without losing the flexibility of the tiles.
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Post by brynbrenainn on Apr 8, 2008 10:53:38 GMT -5
I think that for open bodies of water the edges are too regular. However, I cannot think of how to add 'shoreline borders'without losing the flexibility of the tiles. I see your point. I share your oppinion. I too have no sollution...
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Post by onemonk on Apr 8, 2008 11:41:55 GMT -5
You could put islands on the corners and edges of the tiles. This way the edges make larger islands and archipelago's. it would make for an interesting twisty set of islands anyway. JIM
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Post by brynbrenainn on Apr 8, 2008 12:07:02 GMT -5
You could put islands on the corners and edges of the tiles. This way the edges make larger islands and archipelago's. it would make for an interesting twisty set of islands anyway. JIM Hmmm.... Could work... Gotta try it out.
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Post by arkcaver on Apr 8, 2008 12:32:08 GMT -5
Here is an idea. It is a 'brain storming' idea and may be good, may be worthless, or whatever... What if you flipped how 'rooms' and 'hallways' worked? In this instance the big ocean tiles are rooms and the smaller ones are hallways. What I mean by that is that normally you have hallways that connect and meander around, with rooms going off the sides. If you reversed that, with rooms going around and the occasional hallway coming off it, then it might work. Maybe the edges of the hallways would have 'shore', but not the rooms, which would be open ocean. The rooms could have islands in them, but they would be self contained and not run over onto another tile. In the above example, you have room 'A'. Coming off it is a room below. 'B' is a hallway that could be a small alcove/sea cave/whatever. 'C' is a hallway. Think of this as the channel between two islands, or maybe the cliffs of a strait (whats in my mind is the scene in Jason and the Argonauts where they go thru the clashing rocks). Off of this hallway could be a room or another hallway. Rooms could have other rooms off them that connect openly (no walls) or hallways. Hallways are only open on the ends. 'D' shows what may be a problem with this scenario. If all the tiles aren't the same size, what if tile marked 'E' had another room coming off the bottom (shown by the arrow). It would cover over 'D'. You might have to make all the tiles the same size; 6x6 or 7x7 and fill in the extra room with cliff graphics. That way you could not place a tile over another. 'D' is trying to show this, with the extra brown in the square.
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Post by mahotsukai on Apr 8, 2008 18:40:59 GMT -5
Another way could be to give all rooms full borders and hallways borders along the long sides only. Overlapping the hallways over the rooms would look something like this...
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Post by shaungamer on Apr 8, 2008 21:11:32 GMT -5
Another way could be to give all rooms full borders and hallways borders along the long sides only. Overlapping the hallways over the rooms would look something like this... That is a really good way of doing it. Putting some iregularities in he sides of the hallways and some of the corners of the rooms would add to the effect. I agree with keeping to the same sized tiles. 7x7 large rooms 7x7 X intersections 7x5 T intersections 5x5 Corners Smaller rooms could be superimposed on a 7x7 X so that the tiles all fit neatly. Hallways should be 3 squares wide to allow manouvres, although some single square winding channels could be fun!! You would also need to have Bays and alcoves. Maybe a yellow sandy border to represent beaches??? The missing corners definitely give the map a more land like appearance!!
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Post by dan on Sept 4, 2008 7:03:11 GMT -5
I thought I would throw in my two cents on this: Ancient mariners generally remained within sight of shore, but not so close that they would hit reefs or run aground. This is due to the fact that for the most part, their ships were not extremely well made and could not handle being in open water due to the risk presented by storms and major currents (and they may have also thought that there were monsters in deeper water). This led to them traveling in relatively tight corridors of their own making, so borders on all the water tiles may not really be necessary for a setting in ancient times (like Greece). Even out in the open ocean, ships still stick to the known currents because then if the wind dies down, or if engines give out, they will still be pulled along a path. The pics above are very nice, I just think the borders make it look like a weird (and somewhat unlikely shaped) river, which is fine as a game mechanic, I'm just presenting another idea.
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Post by footoomba on Sept 18, 2008 4:25:42 GMT -5
how about this. make all the tiles 7x7. corridors, corners and intersections are represented by islands that dont cross tile edges. some tiles could be "edged" with land to represent, ports and act as a barrier to moving any further in that direction, maybe as home ports for the players. instead of rooms and corridors have ocean and island. roll to "interact" with the island. ocean can have an "edge" but cant have an island. dont know how to put this down in graphics. just some thoughts.
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Post by brynbrenainn on Sept 18, 2008 4:55:49 GMT -5
Hmm...
Nice food for thought.
We could use Mels excellent solution in locking tiles together if we don't use frames around the 7x7 tiles.
But then we ought to have the islands and beaches as loose pieces instead of having to do a ridiculous amount of 7x7 pieces with only a few islands randomly spread out.
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Post by brynbrenainn on Oct 4, 2008 11:07:18 GMT -5
Here you go, a clean water tile you can interlock using Mel Ebbles great idea. With enough tiles you can cover a full game table. It had to be a 6x6 tile, otherwise I wouldn't have room for the 'hooks' on an A4 paper. I have added some pygmy water craft tokens as a bonus. Since you have to print quite a heap of tiles you will probably get enough of pygmies too. www.papermakeit.com/index.php?option=com_docman&task=doc_download&gid=122&Itemid=70I deliberately made a thicker white border around the tile. That way each tile can be treated like a 'room'.
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