Sol |
Perhaps I am late in the game on this post, if so please direct me to the most recent post.
I would have liked to have seen a side view of the Pirate-Ship-Tree extravaganza, hideout. In reading over each section very carefully, I have, I think, been able to discern how the whole is put together, but it is rather difficult (even more so than the anti-dragon Giants Fortress in AoW). If it is possible could we see an illustration on the online supplemental material, so that we can better understand the geometry of this most amazing building. Also a general sketch of it, for play aid, would be great as well.
Thanks.
Sben |
I would have liked to have seen a side view of the Pirate-Ship-Tree extravaganza, hideout. In reading over each section very carefully, I have, I think, been able to discern how the whole is put together, but it is rather difficult (even more so than the anti-dragon Giants Fortress in AoW). If it is possible could we see an illustration on the online supplemental material, so that we can better understand the geometry of this most amazing building. Also a general sketch of it, for play aid, would be great as well.
Yeah, I had trouble visualizing it as well. If I'm feeling zesty before my group gets to Scuttlecove, I may use Google Sketchup to do a simple representation. (But if someone else is inspired to do so, they shouldn't wait for me; we're just ~2/3 through "The Bullywug Gambit".)
Another thing I'll probably do is make a note in each area whether it's in the range of fire of one of the ballistas (something like "threatened by ballista in H1"); that'll be easy to forget otherwise.
All that said, this is a fabulous set-piece, and will be very memorable when we finally get to it!
James Jacobs Creative Director |
Sben |
Yeah, a side view would have been cool, or maybe even a 3D view, but in the end we had neither the budget or the time or the space to generate something like that. Hopefully the number tags work well enough to indicate how to get from ship to ship...
I figured there were constraints that kept you from commissioning (or printing) one.
The tags work, but at least on first reading, it was hard for me to figure out how it all fit together. Oh (brainstorm), maybe augmenting the number tags with "up to H1"/"down to F3" would help. I'll scribble in my copy and see if that works. (But I think visually, so it could be that there's no hope for me without side views.)
Tangentially, I don't think I'd show a side view to the players even if I had one, because they're not going to have the time to stand back and see how it all fits together. They're going to be dodging ballista bolt and whatever other carnage is being dealt from above, and won't have the leisure to determine the most effective route up. They'll just have to see that a given ladder is going up, and hope that they can get somewhere useful from there (which I think they always can).