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Saturday, October 14, 2023

Felltower VTT Notes

I've a bit of free time tonight, so I'm working on Felltower.

One thing that will slow play down in Felltower - it will have to be TOTM for the most part. The maps are too big, and in some cases a bit too worn, to get scanned, matched to hexes, and then put up in Foundry. How big? At least one level map is 11 x 17, 10' to the sqaure, 10 squares to the inch . . . and goes edge to edge. So we're talking 1100 x 1700 feet, 366 hexes x 566 hexes. And oh, I'd need to put in walls, doors, etc. for all of those. "Just split it up!" sounds good but requires multiple screens per level, ensuring I get the right one, and then transferring the PCs from one to another with cut-and-paste as we go. Freaking nightmare. It would easier if I could just scan them and have them work, but even then . . . the size of the maps will likely choke the system. I had enough trouble with the relatively small dungeons I did put in wholesale into the VTT.

So it won't be as simple as we've had with the players able to move their own characters around.

That does also mean I'll need to be able to draw maps on the fly for combat. That'll slow us down a bit, too.

Frankly, Felltower was designed with a tabletop, a big Chessex hex map, and LEGO walls to drop down around the map before we fought it out with minis. We played differently with the last dungeon I refereed, but that's the anomaly.

I also need to get the PCs into the system from Vic's game, and add Vic's new guy.

Filling the actual dungeon, well, let's talk more about that tomorrow.

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