No problem!Random wrote:Thanks for all the links, Malcadon.
I've never tried using a lot of props (dungeon tiles, minis), but I think it could fun.
Normally with RPGs, props can be a bit disruptive during game-play (having to stop the game so the DM digs for the right stuff, and waiting as all the props gets setup), so players typically make do with simple graph-paper maps. But HQ is a visual-styled boardgame which as a lack of descriptions you would have in D&D, so props are quite important to add life into the game (instead of players moving from one empty room to another). Even though HQ is not a RPG, nor it has any rules for role-playing, after a while, it just terns into one - more and more colorful descriptions, players using non-standard actions, interactions between the Heroes and the monsters & NPCs, and so on, and so forth (and all without altering the basic rules!). It also quit common for players to add rules and alterations to allow for more freewheeling or non-standard actions (one of the most common alteration is to allow Heroes to stand and fight on the tables, instead of having them just as impassible terrain).
With normal RPGs, the benefits of using 3d furniture, besides adding life to the battleground setup, is that you can show what is available to make use in a fight without a lot detailed description - chairs & barrels can be used as improvised projectiles, tables can be tipped over to become a barrier, pull rugs from under people, bookcases & pillars can be knocked over the enemy, and other Conan stuff like that. They are not vital for gaming, and you can still do this stuff without props, but they are a good visual aids to help smooth a fight if PCs do more then just stand around one place and hack away.
