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Re: (TFT) Breaking Hex Orientation
It's the way we play it. When a corridor goes off at a 90 degree angle
we just continue with a new hex spine. The only time this becomes a
bit of a problem is when you are fighting at a junction and need to
layout the whole battlefield. Then we just deal with the odd angles.
Look, we play on hexes. Hexes take off in 6 different directions, none
of which are at 90 degrees. I finally, squarely faced that fact about
10 years ago and stopped trying to fight it. I now have reached hex
nirvana and except them for what they are, and the limitations that
they have. Ignore the odd angles and the zig zaggy corridors. Stop
trying to make them into something they are not. Embrace the hex, love
the hex, be the hex. Let the zen of the hexes wash over you. Do you
feel it? Are you one with the hexes? Quickly now, go game! :^)
David O. Miller
On Mar 11, 2009, at 7:15 PM, Sgt Hulka wrote:
Your moving cautiously through the darkness, probing ahead with your
ten-foot pole, single file with the cavern walls pressing in on
either side. But you're confident in the knowledge that you and your
party of intrepid adventurers are travelling along the "straight"
spine of the hex grid. A door appears on your left. You open it and
peer down a new, dark corridor, stretching south to north into black
shadow. You step into it and suddenly get an uneasy feeling...wait a
second...these hexes are still along the "straight" spine of the hex
grid...what vile sorcery is this?!
I was thinking about those displaced square grids that are basically
the same as a hex grid, but with squares. How would you create a
straight, one-square wide corridor going "against the grain" with
one of those? Simple: you'd create a new grain. Suddenly instead of
the north-south squares being displaced, the east-west squares
become displaced.
This would only work, of course, in a dungeon-tile laying style
game, since you couldn't draw it on a pre-gridded sheet of paper. I
think the Dwarven Forge scenery does this sort of thing.
Can you anticipate a way (other than mapping headaches) that this
would negatively effect the game as far as rules go?
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