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Post by BilliamBabble Inked Adventures on Oct 18, 2014 16:25:07 GMT -9
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Post by wyvern on Oct 19, 2014 3:48:13 GMT -9
Welcome back Bill! We have been keeping up with your recent publications on another thread on the CWF, but it's good to see some "official" images and links here too. And especially great to finally have the Crypts, Tombs & Catacombs set available! The latest Blocks set looks particularly interesting. Will there be further releases with variant wall colours and textures to match other products in the Inked Adventures line (thinking particularly of the CT&C set, but maybe some pretty patterned wall sections, like the Warlocks Rooms, too)?
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Post by BilliamBabble Inked Adventures on Oct 19, 2014 5:00:39 GMT -9
Just wrote a long and eloquent reply but got logged out - I think I'm crossing the streams with other proboards forums... Blocks variants. Interesting suggestions! They're meant to be generic, but I'd enjoy adding a whole bunch of skulls and bones to the designs. To the current pack, I'd like to add a line-art-only file for colouring-in. Also it'll be super printer friendly. I'm getting a mixed reception to the blocks. 3D modellers have high and specific preferences when it comes to scenery and yet I wanted to create something which the more clumsy of us could assemble. (Not everything has to resemble Hirst /Dwarven Forge moulded models) Also I wanted a product which might not be out of place on a clear battle-mat. Perhaps I should look into some thinner wall solutions (10-15mm) that fit the 3D-effect walls in my tiles - but thems all fiddly. The next few packs will be a return to 2D tiles. I'm currently colouring in a large set-piece for a library/scriptorium pack - a bit like The Savage Cellar, but covering four sheets (12x18sqs) plus some other bits (small rooms and a bookish corridor). This one has scenery (shelves n stuff) drawn on the tile - normally I'm against this because it can be restrictive to DMs, but I think in this case there would be too many scenery counters. I often hold back on detail because I want everything to be adaptable - that may have to change.
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Post by sunraven01 on Oct 19, 2014 5:47:17 GMT -9
I thought the blocks were a great, fresh take on the problem of: how do I provide tangible, tactical terrain? They're really cool.
Edited to add -- I just printed out the Room of the Sun from the Warlock set and it's amazing on the table. Printed on Epson matte photo paper and the colors are so vibrant. I love it.
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Post by wyvern on Oct 20, 2014 2:25:25 GMT -9
Just wrote a long and eloquent reply but got logged out - I think I'm crossing the streams with other proboards forums... Yes, some of us have had similar problems in the past too, and when only using the CWF on Proboards. It pays to copy & paste into something simple like Windows Notepad as you're going along, just in case. Of course, the moment you remember to do that is typically the point where the system crashes... I'm getting a mixed reception to the blocks. 3D modellers have high and specific preferences when it comes to scenery and yet I wanted to create something which the more clumsy of us could assemble. (Not everything has to resemble Hirst /Dwarven Forge moulded models) Also I wanted a product which might not be out of place on a clear battle-mat. Perhaps I should look into some thinner wall solutions (10-15mm) that fit the 3D-effect walls in my tiles - but thems all fiddly. I can understand some folks will always want higher-spec models, but my impression is the blocks were intended chiefly for gaming not modelling. They seem a natural progression, filling something of a gap in the market that way. The very first 3D dungeons I ever gamed in, back in the late '70s, were home-made by a couple of pals from empty cigarette packets (an early form of standardisation if you like!), covered in paper and card, and then painted. They were of a similar general style - small sections of corridor and free-standing walls/pillars for larger rooms, etc. - so maybe that's affected how I'm looking at your blocks. Talking of thinner walls, maybe try some folded-over single sheet wood-panelled, or lath-and-plaster, ones which might be slotted into two slightly modified free-standing square blocks, say - ideal for concealing secret passages (exactly how they worked in timber-panelled houses and castles "for real", of course). This would need some similarly-attired 3D block walls to disguise them when gaming, however, so maybe a bit too much extra work. The next few packs will be a return to 2D tiles. I'm currently colouring in a large set-piece for a library/scriptorium pack - a bit like The Savage Cellar, but covering four sheets (12x18sqs) plus some other bits (small rooms and a bookish corridor). This one has scenery (shelves n stuff) drawn on the tile - normally I'm against this because it can be restrictive to DMs, but I think in this case there would be too many scenery counters. I often hold back on detail because I want everything to be adaptable - that may have to change. Liking the first plural in that opening sentence - " packs" Great to see there's been so much fresh material from Inked Adventures in recent weeks; long may that continue! Savage Cellar's wonderful, but it would be definitely worth thinking about making the new library/scriptorium with counters as well. Indeed, it would be good to have a set of counters from Savage Cellar too, as some of the drawings extend too far off the individual squares to work ideally as counters now. Even an empty Savage Cellar (or new Library) people could dress-up as they wished would be an interesting extra option (the Cellar perhaps as two "levels" so the whole of the "under-crypt" could be explored - you know adventuring parties; there's always someone wants to go the other way down the corridor than what you intended...). Can you have too many scenery counters?
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Post by BilliamBabble Inked Adventures on Apr 20, 2015 0:35:57 GMT -9
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Post by BilliamBabble Inked Adventures on Apr 20, 2015 0:44:24 GMT -9
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Post by BilliamBabble Inked Adventures on Jun 6, 2015 17:05:47 GMT -9
Preprint (POD) playing cards on DriveThruRPG bit.ly/IAcardsDTRPGDeviating slightly from figure scale floor plans I've released some "Map & Dice" Playing Cards on DriveThru and The Game Crafter. I am hoping that this will signify the start of more pre-print / print on demand products, such as 6" tiles for dungeon floor plans. Selling or giving away PDFs is a very different beast to pre-print products, where time has to be given for production and the there's the extra cost of postage. It's interesting how quickly a designer's thoughts go from print-on-demand to short print runs by local printers. I'm in the UK and most of the good services are US based, which can mean for some customers the postage/shipping doubles the product cost. But for now I am convincing myself and others that these are rare and precious commodities, possibly highly collectable. I am absolutely adoring my personal pack of cards, and much like an author seeing a book bound, it's just fab to see this designs on smooth shiny durable card with rounded edges. The challenge was this. I wanted to make something that no matter how offbeat the content was it would still work as a deck of normal playing cards. It just so happens that quite a few table top roleplaying games use playing cards as part of their system, be it for actions, NPC motivations or perhaps as a stand-in prop for a magical deck of cards ("Deck of Many Things" or a cursed Tarot etc.) I wanted to create a sort of Dungeon Master's omni-tool, perhaps for situations where he/she had limited access to dice or notes - or perhaps was playing in a library where dice clattering is not welcome. I already had the geomorphic tile designs and these could be incorporated into the deck for pre-game planning or in-game random play. I'm a big fan of older roleplaying systems and retroclones. OD&D, Holmes D&D Basic and S&W Whitebox predominantly use d20s and d6s. Games like Runequest and Call of Cthulhu and a whole load of other games use percentile dice. Although I like to keep my products system-less, many of my customers err towards certain systems, and I specialise in dungeon/fantasy settings. I chose d20, d6 and d100 to be represented in every card. Naturally it's fairly difficult to spread these results across 52 cards evenly, although a modified deck can be used to simulate almost any sized die with planning, It's worth pointing out that returning cards to the deck after being drawn, and shuffling, will eliminate predictable results or reduced probability. Playing cards are an imperfect medium for simulating dice and it's important if a DM is using them at a game for random number generation that he has the agreement of the players present. I couldn't help but had a little twist, which is that there are a few extra critical success and failure results in there. I attempt to explain this in the card guide. The geomorphic dungeon map areas have titles for reference and atmosphere (an issue I have with the original tiles is that I go "map-blind" and many of the tiles start to look alike, names for areas really help). The idea is that even an empty area in a dungeon has history. Corn, cheese and cliche abound here, and you must forgive me this as you pass through The Hollow Tree on the way to the Tomb of the Last King. This deck is not a game in itself, but in the right hands, it might be a powerful game accessory. On the other hand, you can still play your aunt at Bridge. The cards, with overlapping, can actually be used as "micro" geomorph tiles. On DriveThru: bit.ly/IAcardsDTRPGThe Game Crafter: www.thegamecrafter.com/games/inked-adventures-map-dice-bridge-deckTry before you buy print your own mini deck here: inkedadventures.com/main/2015/05/inked-adventures-mapdice-playing-cards/ (scroll down) Thanks for reading
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Post by johnok on Sept 15, 2015 14:07:13 GMT -9
A couple of recent additions which don't seem to have found their way here yet: Starship deck plans Hinged dungeon doors
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