this post was submitted on 19 Mar 2024
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[–] tissek@ttrpg.network 7 points 8 months ago (1 children)

This brings us back to zones, a good middle ground. Draw rough map, or great map, and on it mark intresting combat zones. Some are separated with emptiness, others by obstacles.

For example a tavern brawl. Zones could be the Bar, Kitchen, Common Room, Balconies, Private Rooms, Out Front and Out Back.

Fighting on the Balconies could be tight, only one in width and with the risk of being thrown off it into the Commonroom. In the Kitchen there would be fire hazards, improvized weapons, knifes and the Stew. Not to forget other ways to spice things up in there. Around the Bar there would be some cover fighting someone on the other side, bottles to be broken and combatants to glide alond the bar for maximum mental damage.

And so on. Make each zone memorable and with special features. Did I mention drawing it out really helps?

[–] Eagle0600@yiffit.net 5 points 8 months ago* (last edited 8 months ago) (1 children)

Just drawing the situation out, even roughly, is already an enormous step forwards from theatre of the mind, and is doing most of the heavy lifting here. It's also not "theatre of the mind," like the original poster is implying. It's a map, just one without grid-spaces or precise distances.

[–] tissek@ttrpg.network 1 points 8 months ago

The more abstract the map is the more of a support for TotM it becomes. I selfom do a map, rather a flowchart. Quicker, easier and knocks out the last desire to measure things.