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Abstract Positioning?

Started by Cave Bear, November 04, 2017, 11:04:27 AM

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Bren

Something in between grids are required or this.
Quote from: Skarg;10056271.3-meter hexes, 5-second turns, facing rules, terrain, counters for fallen bodies, dropped weapons, fire, etc.
And everybody imagines (or fails to imagine) a different (often wildly different) situation in their head.
Quote from: Ravenswing;1005637There's another consideration.  My wife just has no abstract sense of relations: she has to have a visual reference or she just can't picture things.  I doubt she's the only gamer out there who has trouble imagining everything the GM has in his head, gamers not being any better mindreaders than the genpop.
She is most definitely not the only person.

Quote from: chirine ba kal;1005665What I find fascinating about this (and similar) discussions is what feels like the lack of a middle ground on the subject.
I wonder if part of that is because the middle ground is, well in the middle. I can work with a meticulous grid or hex map, but it feels like too much work and too board gamey to me. I can work with airy fairy, arsty farsty TotM, but it seems like typing with one hand tied to your foot to  try and get any coherent view of the situation via description when plunking a few minis down to show relative positions gets everybody on the same page in 3 seconds.
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Steven Mitchell

I prefer a system that can go be used easily on a grid, on a map with a few markers, or done in the mind.  Because I want to be able to switch between methods fight by fight, or even within the fight.  Some things work better in the head, and some better on a board.

chirine ba kal

Quote from: Steven Mitchell;1005715I prefer a system that can go be used easily on a grid, on a map with a few markers, or done in the mind.  Because I want to be able to switch between methods fight by fight, or even within the fight.  Some things work better in the head, and some better on a board.

Agreed! Figures, maps, whiteboards; they're all GM tools to keep the adventure rolling.

Dumarest

I keep reading this thread title as "Abstract Poisoning" for some reason...

I seldom use miniatures or hex grids unless a situarion calls for knowing exactly where everyone is in relation to each other.

Sometimes they can help prevent the "No, my character is over here so that goblin couldn't have speared him" situation that can arise with a certain type of player...these days I don't have any of them in my games, luckily.

WillInNewHaven

Quote from: Dumarest;1005734I keep reading this thread title as "Abstract Poisoning" for some reason...

I seldom use miniatures or hex grids unless a situarion calls for knowing exactly where everyone is in relation to each other.

Sometimes they can help prevent the "No, my character is over here so that goblin couldn't have speared him" situation that can arise with a certain type of player...these days I don't have any of them in my games, luckily.

The Goblins speared them all??

artikid

If playing D&D I use minis and dungeon tiles. Have always done that.
 For other games I'm more likely to go TOTM.

Ravenswing

Quote from: chirine ba kal;1005722Agreed! Figures, maps, whiteboards; they're all GM tools to keep the adventure rolling.
Oh aye.  I like minis, I've hundreds of them, I'm used to them ... but if what someone prefers are slashes from a dry-erase market on a whiteboard, it does the same thing, pretty much.

Quote from: Dumarest;1005734Sometimes they can help prevent the "No, my character is over here so that goblin couldn't have speared him" situation that can arise with a certain type of player...these days I don't have any of them in my games, luckily.
Err ... howzat?  Seems to me that "the goblin's over there and I'm over here" is a perfectly legit defense against being speared, the same way that "I wasn't caught by the papier-mache pit because I'm in the back of the party" or "Well of course the runaway chariot didn't clip me, I'm not in the street at all, I'm in the tavern" are valid.
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Voros

Quote from: Bren;1005694... I can work with airy fairy, arsty farsty TotM, but it seems like typing with one hand tied to your foot to  try and get any coherent view of the situation via description when plunking a few minis down to show relative positions gets everybody on the same page in 3 seconds.

'Airy fairy, artsy fartsy' really? As a kid and teen every group I knew played without minis. I think that was the majority experience for kids playing D&D throughout the 80s. We didn't call it TotM and there's nothing remotely 'artsy fartsy' about it. From what I recall in the books it seemed to be the assumed approach in B/X, BECMI and even AD&D. Minis are mentioned but only in passing as an option.

AsenRG

#23
Quote from: Cave Bear;1005622How abstract is too abstract where tactical positioning in combat is concerned?
How detailed is too detailed?

A lot of you guys seem to dislike the use of battlemats and miniatures. These components do take time to set up, and they add layers of complexity that can slow down play.

Some want the miniature, wargame experience. Some think this is to board-gamey.

What is your position on the matter?

I can live with miniatures, if the rules require them. But way more often, I'd show my players the relative positions on a table, using cups of tea, random coins and the like, and tell them how many "zones" away it is, and what lies beneath.
Then I sweep it up, and we go from there;).

My compromise would be something like using coins and lead soldiers figures, but no damn grid. After years of this, I just don't want to go back:D!


Quote from: Gronan of Simmerya;1005654I love miniatures wargames but I've come to hate grid and miniatures combat in RPGs.  My imagination is far more evocative, and statements like "I'm going to fade left and try to get into a flanking position" work just fine.  It does require knowing what you want to do and a fair amount of trust, admittedly.

Quote from: rgrove0172;1005659Im right with you Gronan. The chaotic and yet intricate swirl of combat is impossible to reproduce directly with markers or miniatures and I find they only serve to hamstring my imagination instead of supporting it. I can imagine a blur of movement as combatants maneuver about one another and the environment to best advantage and from the press of opponents but stick a figure down there on the table and thats pretty much I see... my guy, standing there, waiting his turn. Maybe its just me but its always been an issue.

I get it that tactically a representation of some kind is helpful to make sure everyone is on the same page on just where everybody is, but its a scene killer as far as Im concerned. Besides, since when is everyone so clear on where everybody else actually is at any given moment?

Quote from: Gronan of Simmerya;1005681I work hard to train players to ask not "What is in the room," but "is there something in the room I can hide behind?" or whatever.  Leading questions work wonderfully.

Quote from: Psikerlord;1005692I agree. I've used minis, grids, sketch maps, or just imagination. I greatly prefer Totm. For me, it's quicker and makes improv much easier. Yes, players will ask more questions as a combat unfolds, but I still find it quicker and more immersive. As soon as the grid and minis come out, we slip into a more boardgamey mode (which is fun enough, did it for years with 4e).

edit: I do use the occasional sketch map
Basically, what those guys said:p! The part about leading questions is especially important.
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flyingmice

How many times has this question been asked and answered, with all the same people saying the same things? AFAIC, it's a matter of taste, and there is no disputing matters of taste. There is nothing objective.Some people prefer one, and some people prefer the other - usually strongly.
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Dumarest

Quote from: Ravenswing;1005750Oh aye.  I like minis, I've hundreds of them, I'm used to them ... but if what someone prefers are slashes from a dry-erase market on a whiteboard, it does the same thing, pretty much.

Err ... howzat?  Seems to me that "the goblin's over there and I'm over here" is a perfectly legit defense against being speared, the same way that "I wasn't caught by the papier-mache pit because I'm in the back of the party" or "Well of course the runaway chariot didn't clip me, I'm not in the street at all, I'm in the tavern" are valid.

Maybe I didn't explain it well. Some players have made it plain where they are, but then claim to be elsewhere when the fit hits the shan. I've had to have other players "testify," as it were," as to the player changing his story to try to get an advantage. Hex maps and tokens help to avoid this. Honest players are even more helpful. Nowadays I play with a set that isn't worried about whether they got blasted in the back because they made a bad choice, so it's a non-issue.

RunningLaser

Much of it depends on the game.  Some games ToM are easier than others.  I have read people playing D&D 4e without miniatures- I'd imagine everyone would have to be on the ball for that.  Playing HM where movement is simultaneous each second and distance/range is precise, we need to use them.

Cave Bear

Was confused about 'ToM' for a moment.

Theatre of the Mind?

RunningLaser

Quote from: Cave Bear;1005851Was confused about 'ToM' for a moment.

Theatre of the Mind?

Yeah, that's how I was using it.

Ratman_tf

Quote from: flyingmice;1005789How many times has this question been asked and answered, with all the same people saying the same things? AFAIC, it's a matter of taste, and there is no disputing matters of taste. There is nothing objective.Some people prefer one, and some people prefer the other - usually strongly.

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