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(TFT) Hex map



First it is photocopies of the mega hex hallway sections in ITL. Lay them down to describe rooms and halls just like the book said. But this is flawed. The edges can curl up. Sometimes when a player moves their character the whole hallway moves with them and needs to be re spaced, or room sections pushed back together. And closing a book can generate enough wind to blow a section of floor across the table. Annoying in the least. Second are photocopies onto card stock. A little better. Making a large room, by pushing together mega hex sections still has gaps. Mega hex sections can still move around when you don't want them too. One GM goes so far as to glue red felt to the back of his card stock mega hexes. These stay put and don't move, but the card stock showed ripples and slight waves from the glue. Both these methods are unacceptable. What about large outdoor spaces? A long running pursuit through a city? With the methods above the rooms in labyrinths wind up being designed small. So there are enough tiles to describe the room for combat. At this point we are playing other games too, and seeing alternatives. Carwars has these huge sheets of grid paper. Gaming shops are selling different types of large hex mats. Some dry erasable, some not. These large hex mats gain some popularity, but they never have the classic mega hex patterns on them. So I hit on the zen method of mega hexes (this is where the reader should start making fun of the author for being self important. "Zen method? what's this guy been smokin?") I make photocopies of the large connected mega hex sheet in AW. The first prototype about twelve sheets like this are cut on one side, and taped together on the back. Flipped over and laid down I have a 1 x 1.5 meter sheet to lay on the table. With real mega hexes on it. I color all the old Mega hex sections dark and use them for walls. So instead of laying out mega hexes to describe the hallways and rooms, I lay out mega hexes to describe the walls and columns. The opposite of the way ITL suggested it. Large rooms are very easy to describe, and the floor has no gaps where mega hex sections don't quite fit. Never really liking the felt and glue backing method, I smear a type of clay to the back of the wall sections. They lay down on the large map with a nice slap, and they don't move for anything except being picked up. In conclusion, all the other GM's went with dry erasable battle mats. Setting up a combat scene they take a minute to draw out the room on the mat. Many of them start to favor city adventures and straight walls. The whole time my campaign maintains a distinctly unique character. Slapping out sections of walls on a large sheet. At a gaming convention, people would walk by the other games without blinking. But they always stopped for second at mine, to try and figure out what they were looking at. I have a deck of single mega hexes. Different types of secret doors to lay on wall sections when they are found. Types of pits to lay in the middle of large rooms. Spiral stairs, stone ringed water wells, fireplaces, suddenly discovered traps in floors, even mega hex sized thrones and statues. The labyrinth itself became one of the more interesting pieces of "puppet theater" in my dungeon crawls.

    David Michael Grouchy II

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