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Adapting maps for gurps: Brainstorming needed http://worldworksgames.com/forum/viewtopic.php?f=73&t=12045 |
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Author: | badula [ 02-13-2013, 05:43 AM ] |
Post subject: | Adapting maps for gurps: Brainstorming needed |
Ok folks, here's the task: I'd like to start a gurps campaign in the near future. i have tons of TCP sets, D&D maps, sets from wwg (of course) and others. I don't want to waste what i have just because they don't have hexes printed on possible solutions: 1)the best idea at the moment is to print a round hex piece (1 hex with all the adiacent hexes) on a transparent film. I can move freely the miniatures on the map (maybe i can cut some strings 4-5-6 inches and so on for fast measurement and curved movement). Then i place the "hexed rose" under the mini so i know wich way it's facing and if a monster comes clos i know if it's from behind left-right or front! possible issues: placing the hexed rose near walls, stairs or objects. (to solve this i could print 2 connected hexes to use in such cases) 2) another solution could be placing an hexed film over the WHOLE area, the con is that it should be cutted to fit the actual surface (so nice solution but it needs a lot of work and materials) also if i have an already printed square overlay it can be confusing! other ideas??? |
Author: | TheAuldGrump [ 02-13-2013, 06:06 AM ] |
Post subject: | Re: Adapting maps for gurps: Brainstorming needed |
I believe that there was an article in Fantasy Gamer (anyone else remember that magazine?) on using squares instead of hexes. Pretty much looked like you just used squares for measurement and every other diagonal was counted as two - much like 3.X does for D&D. Another possibility is staggered squares laid out like bricks. This gives you the same number of facings as a hex. I will admit - I always hated trying to use hexes for interiors. The Auld Grump |
Author: | yosefbender [ 02-13-2013, 06:31 AM ] |
Post subject: | Re: Adapting maps for gurps: Brainstorming needed |
if you can get an overhead projector you can print real small hex grid on a clear film tape it to the projector and hang it over the table then anything below has hexes did that for one of my gaming groups worked real well |
Author: | badula [ 02-13-2013, 06:56 AM ] |
Post subject: | Re: Adapting maps for gurps: Brainstorming needed |
nice ideas but not quite adoptable for me: 1) i've thinked of adapting the game rules for combat and movement and facing in gurps using squares instead of hexes but it's not so good 2)i'm missing a projector for gump: printing staggered squares over an already existing map is pretty much the same problem as printing hexes!^^ p.s. the diagonal rule we used back in the 3.5 was the one-two rule i.e. the first diagonal movement costs 1 then 2 then 1 and so on... this pretty much approximate the sqrt2 (1.1415...) p.p.s. the whole idea is to not waste something like 1k worth of tcp/maps!^^ |
Author: | TheAuldGrump [ 02-13-2013, 07:07 AM ] |
Post subject: | Re: Adapting maps for gurps: Brainstorming needed |
Author: | badula [ 02-13-2013, 07:17 AM ] |
Post subject: | Re: Adapting maps for gurps: Brainstorming needed |
I miss a word every now and then! ![]() |
Author: | tatteredking [ 02-13-2013, 12:17 PM ] |
Post subject: | Re: Adapting maps for gurps: Brainstorming needed |
get rid of grids/hexes. use flexible tape rulers to measure your movement, as well as line of sight. Paint an arc on the "front" of a mini to show which direction is the front. |
Author: | TheAuldGrump [ 02-13-2013, 05:22 PM ] |
Post subject: | Re: Adapting maps for gurps: Brainstorming needed |
Author: | badula [ 02-14-2013, 02:06 AM ] |
Post subject: | Re: Adapting maps for gurps: Brainstorming needed |
Author: | riddles [ 02-14-2013, 02:08 AM ] |
Post subject: | Re: Adapting maps for gurps: Brainstorming needed |
I put the figures on a hex, then count the squares as normal for movement etc. (1,2,1.. for diagonals). I found I needed the hex more for facing and visibility arcs, rather than any movement stuff. ![]() |
Author: | TheAuldGrump [ 02-14-2013, 06:34 AM ] |
Post subject: | Re: Adapting maps for gurps: Brainstorming needed |
Hexes, printed on transparency, cut to fit the standard tiles. Place as you use them - maybe holding them in place with bobby pins or removable double sided tape. The Auld Grump |
Author: | riddles [ 02-14-2013, 07:49 AM ] |
Post subject: | Re: Adapting maps for gurps: Brainstorming needed |
Didn't someone else talk about printing off hex transparencies a while ago? (HighlandPiper maybe?). Don't you have to print them off at 90°? Can't remember properly (too much beer since then!), and too lazy to run a search... ![]() |
Author: | Skunkape [ 02-14-2013, 11:09 AM ] |
Post subject: | Re: Adapting maps for gurps: Brainstorming needed |
You could always ignore the grid and just use some kind of measuring mechanism, tape measure, ruler, etc and not use the grid at all. Since minis in GURPS move at 1 inch increments, the same as DnD, you just use the distance from the ruler instead of being bound by the grids. I'm currently in the process of moving from gridded table play to non-gridded. |
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