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Running a modern game, the struggle for modern storytellers

Hiruma Chico

New member
Gold WoA
Wizard of Story
Wizard of Combat
No problem. Yes, those old battlemap photos look a lot like how we used to play on tabletob pre-VTT, when mine and my players' expectations were lower. Now that I have created some nicer looking grid maps with a collage of images as the background, the old way seems bland. It's as much my issue as my players. I do buy lots of pre-made images (https://www.kickstarter.com/projects/apurpleturkey/drone-maps-rpg-and-wargames-maps) and maps via DriveThruRPG and such. They certainly help, but the perfectionist in me still means tweaking and fussing for a better fit....
 

Stephan Hornick

Community Goblin & Master of the Archive
Platinum WoA
Wizard of Story
Wizard of Combat
Borderland Explorer
How much do your players actually interact with the map? You seem to have different standards, but honestly (and not judging!) I find them all very bland. That is because there are just standard buildings seen from top and roads and forest and such. Nothing can be used tactically or for tactical movement really. Nothing to explore. No obstacles or options, as far as I can see. Won't your players just say "I look around.", "I inspect the building from all sides.", or "I enter the building." What improvement do the map make for you then?
 

Hiruma Chico

New member
Gold WoA
Wizard of Story
Wizard of Combat
True, my maps are no works of art, everything looks two dimensional, but I use the Dynamic Lighting features of Roll20 to give the flat objects (trees, boxes, barrels, etc.) the ability to block movement, line of sight, cast shadows, etc.
 
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