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Re: (TFT) More on maps
>>I always wanted to try a map experiment which recognized that not all
"areas" in nature are created equal. Thus a building would be located
on a square or rectangle (or two or more, depending on size) and the
rest of the terrain on some sort of shape that reflected its ease of
movement. Thus smaller shapes for difficult terrain like brush or
tall grass and larger shapes for clear and something between for
something like trees or forested. That way movement allowances would
not require adjustment, and figures could be moved in a more
realistic manner. "Stacking" could easily be handled (if you
standardized the base/counter size).<<
Marty,
Yeah, I think "Raid on Iran" (SJG) had something like that, I remember
playing with the same idea back then. I remember realizing that a road could
be a really looong narrow strip or series of strips: moving along it by one
square zips you along, moving across it is actually slower. A neat concept,
and one that fell right into the category of "making the map do the work".
Craig B
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