I’ve been tinkering around with a new set of dungeon tiles. I am not finished testing out this approach by any means, but I feel that I’ve got something worth sharing here. Any criticisms you can level at me would be appreciated. How could you see yourself using this type of tile? Have I done a terrible job explaining this style of tile? What’s the most unfair criticism you can level? Everything you can throw at me helps at this point.
I’ve seen many interesting approaches to the task of dungeons and battles:
-Specifically created full rooms with doors cut into the walls (my previous approach AKA DM Scotty’s Original groundbreaking tiles).
-Floors as a mat with modular walls and doors on top (DM Scotty’s Tilescapes)
-Handdrawn rooms on an eraseable mat.
-Projected or printed out maps.
With this change, I’ve created a small pilot program set of tiles to get a feel for my brainstorming here. I wanted to keep the a room-by-room approach so I can grab a tile and put a whole room into play at a time, rather than fiddling with individual wall and floor pieces. Some people have seen no increase in setup time, but my preference is to be able to put a whole room in, possibly pre-loaded with dungeon dressings.
- Double layer cardboard (perpendicularly corrugation for strength). Cut up in increments of 1 + 7/16″ to fit 1″ plus two walls.
- 3/16″ Wide foam-core walls carved up with a ballpoint pen to make a brick pattern.
- Construction paper banding around the whole exterior, adding the extra 1/32″ on each side.
- Doors/passages are made from plasticard scored and bent into a ‘clip’ to fit around the 7/16″ wide double walls.
- My rooms have a textured wallpaper floor, thanks to suggestions of TheGrinningSkull. This isn’t necessary but looks pretty cool.
- DM can put add a whole room with one tile.
- Doors can be applied at any point between rooms.
- This only requires a simple pattern to be followed to create additional shapes.
-It suffers in its modularity. It can add some customization with interior wall pieces but it still suffers compared to drawing or small tile style dungeon tiles.
-Roomscapes suffer in the transition between rooms and also between rooms and non-tiled spaces. The doorway pieces are not as easy to place miniatures around and can make combat around doors more difficult to track.
-Transition to spaces that aren’t roomscape tiles would need a special filler wall piece because the doorway clips are built to attach to two back-to-back walls.
I test how a miniature will fit inside the threshold of this prototype swinging doorway. Plasticard is a good basing material for doorways like this because I can punch a hole for the toothpick hinge to sit inside. Good thing my fiance travels a lot for work and brings me leftover hotel room keys…
Here I show off a few of my test doorways and a secret passage. You can’t see it here, but the passageway is also textured with the same wallpaper. While my doorways have less of a problems than my current dungeon rooms where they sit on cardstock bases, they still feel very light and are prone to being knocked over by overzealous adventurers.
This picture shows a few of my attempts at interior walls. While they work and are fitted properly to accommodate clip on doors, they don’t feel like they have enough weight to them to resist being knocked over during play.