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| Still have these guys today |
I've been using miniatures in RPGs almost since I started playing them. We used tokens at first - boardgame pawns, chess pieces, monopoly tokens, bottlecaps, pieces of glass ... whatever we could find around the house. I had army-man type knights and cowboys and revolutionary war soldiers and space people and of course dinosaurs and some of the weirder monsters you'd get in those packages.* The problem was scale - these things were all wildly different sizes. So while these were games of imagination it's tricky when the PC miniatures vary in size from half an inch to 2 inches high and tend to come in bright primary colors.
So while we used whatever we had at hand getting into D&D (in particular) meant one became aware very quickly that there were miniature figures made that could be used with the game. They tended to come in sets so you could share them with your friends. Getting one of those was a big deal. And no, we didn't worry about painting them at all at first. I had been building models for years before this - cars, planes, tanks, ships - but they were all plastic and larger. All I had were Testor's paints and brushes and anyone else from back then can tell you they were not well-suited for painting 25mm human figures. I mean, I did eventually try it and for the figures I tested them on it is pretty much still there to this day. It doesn't look good, but the paint is still there. The main draw was having some kind of fantasy-looking miniature to represent your guy as we lined up in 10' wide corridor formation. Henchmen and hirelings still got to be tokens and chess pieces.
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| My first set of monsters |
Monsters were trickier. There were so many different types! You needed multiples, not just one wizard or one fighter! We didn't really try too hard here. If someone had something close enough great! If not we didn't care. I'm pretty sure we fought the ogres of the feared "Eraser" tribe more than once alongside the Bottlecap Orcs and the Bouillon Cube Bandits, the M&M Goblins and Kobolds. Anything edible was iffy as someone not paying attention could seriously disrupt a fight by eating the reinforcements. Chocolate chips were the worst for this as on top of being edible they tended to melt at inconvenient times too. Despite these many challenges we managed to battle on as the point of the game was the scene and the environment and the conflict in your head - not the specific layout of the terrain or the kinds of minis being used.
I mentioned much of the focus was on miniatures for the PC's. These served as a kind of anchor for your imagination - my guy looks like this, your guy looks like that ... the PCs are the one constant of the game so it helps to have them solidly represented. The rest might look like a storyboard, or nowadays an untextured 3D mesh - we kind of knew what was there but most of the color was added in our heads. Even the terrain - maybe "especially the terrain" - because we didn't have any. There were various dungeon tile sets even then to give some color and style to your 10' passageways but that was a)more money you might not want to spend on that kind of thing and b)often a thing that had to be cut apart by hand and then kept together in a box or bag and not lost between games. Most of the time in the early days we just sketched out a rough map - very rough - on notebook paper and put our minis in the general area of where we wanted to be - over in that corner of the room, blocking this doorway, etc. We weren't counting squares. We didn't care about that level of precision. We had an idea of roughly how far apart things were and we had the DMG diagrams where 3 characters could fight side by side in a 10' wide space so we had a pretty good idea of who could fit where and it was enough.
At some point in the latter half of the 80's someone introduced us to Chessex Mats and that's when the square-counting began. They were a revelation at the time and the hexgrids were an especially welcome addition as it made playing Champions (and later GURPS) feel much more organized - keep in mind this was still fairly early on on a 50+ year old hobby. Overhead markers and a vinyl mat made us gods ... "see the water in this room is blue! The trees have a brown dot for a trunk and green squiggles around them for leaves! The lava flow is red!" I can't say much negative here - I still do a lot of this today for D&D type games. Even with this method it is just enough structure to trigger the imagination.
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| ...still have this box too |
The weird thing is that even as time went on (and many miniature wargames were acquired and many armies built) I never felt much of a call for detailed physical RPG terrain. The sketched out maps or just a good description pretty much handled it for me. Going further, I don't even really like dungeon tile type options. They feel limiting because you're constrained by the available tiles, they take time to assemble - though granted it can take time to draw the map too - and they can make your dungeons or towns or countryside feel all too "samey" because you're using the same pieces over and over. Now sure I can describe it as a rough and rocky unfinished floor but if we're all looking at cobblestones on the piece of cardboard sitting out there it's a disconnect. This isn't theoretical for me - I bought multiple sets of the boxed D&D city/country/dungeon tiles whenever they came out thinking I would up the production value here and the mix of annoyance at set mix limitations and players not really caring led me to just set them aside.**
I feel the same - but more so - with physical terrain like Dwarven Forge years ago and now the infinite seas of 3D printing options available. It looks cool, sure, no argument there. But how much of it do I need to encompass the things my crew might run into? The answer is "a lot" and I already have another expensive and space-eating hobby called "miniature wargaming" - RPGs are supposed to be my less-expensive hobby. Plus people sitting around the table can't always see over the walls or trees, it takes time to set up and take down unless you're restricting the action to just what's on the table and that feel like volunteering for a straightjacket so no, absolutely not going to happen here. I have a 3D printer so I could do it but I just don't see much of a point. For a special big finale encounter, sure, I could see that. But online I see things like "I'm building a 28mm model of the Keep on the Borderlands for my players" and it just boggles the mind - why? If you're playing out a siege of the keep, ok that could be cool but otherwise how much are you going to use that? How long does it take to set up and take down? How are you going to store it? How is it better than a flat map when it comes to actually playing the game? It's a spectacle, no doubt about it, but what if we're really just trying to play through an adventure?
| I haven't printed it out yet but yes I have the files for this |
I know there are die-hard fans of having a table full of terrain out there and if that's your thing then hey, go for it. It's a separate thing for me and more of an obstacle than a feature but I know not everyone feels the same. My latest attempt to be cool and trendy was to jump on the projector bandwagon where you have a computer or a phone hooked up to a small modern projector on a stick - a tripod or a microphone stand - and shine a nice colorful, possibly animated map down onto the table. I did research, bought a couple of projectors and some software packages and was all set up to use it for our Mutants & Masterminds game and ... it lasted about 3 sessions. My players just didn't see it as an improvement. Having the projector and stand up next to the table was kind of a hassle for moving around as it's a little tight around the table with a full crew and this extra equipment. A ceiling mounted rig might have helped but there is still some extra prep to be done, hardware issues to fight though at times, and while I'm sure it would have gotten easier with more experience I'm just not going to disrupt the game - you know, the actual reason we get together in the first place - to keep pushing it. So for now that stuff is in a closet and in the "maybe someday" file. I tried it, don't regret it, but it wasn't right for us.
So yes, after 40+ years of doing this we do play with a lot of miniatures in our RPGs, both PCs and monsters, but we mostly do it on the flat terrain of a tabletop, or a battle mat, or scribbled sketch maps on paper. That's jut what works for us.
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| Yeah these too, multiples |
*Yes I remember having things like the original Rust Monster and Bulette inspirational figures. They were all lost to time and various sandboxes spread across Kansas, Tennessee, and Florida though, before D&D really came along for me.
** The only dungeon tiles I've ever found really useful are the Star Wars ones WOTC put out back when they had the Star Wars RPG license. Considering most Imperial architecture looks the same everywhere it actually reinforces the setting by having base interiors, star destroyer interiors, and imperial prison interiors all look the same. It just works.















































