Setting fire to suspiciously purple fungus growing at one end of the corridor
And the miasma cloud they left behind
And an example of them stacking against a door to check it. Using Isometric maps with tight dynamic lighting in this way made the players behave like they were actually moving their figures. It was like a game of Pillars of Eternity or Path of Exile or Diablo but there was so much more interaction, imagination, and creative freedom.
But the REAL trick of the night was this. The players broke the wall that had seperated these two zones across a chasm. The idea was so crazy that I had to let it work. They then threw a lit torch into the other end to examine the place. What happens next? Do they attempt to jump the void? Who knows.
Playing with darkness and light on these isometric maps has increased the quality of my games 1000 fold
Playing with darkness and light on these isometric maps has increased the quality of my games 1000 fold
And as a final bonus: CUUUUUUUUUUUUUUUUUUUUUUUUUUBE
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