![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjApirowMDal5DJgQVr1b4V_BJTOP2eZUTXRbKdiKNksLFotu9kX8Eh_QfWG-28gpzhnbKjrF72nLJy2z3rk7956hDZGGKr9kA2xE7CHS0w3R3A4ylrE_J-9hkHV1MEQ74uSnSDL9fLpjI/s320/bigger+keep.jpg)
e thought to understand the different vertical levels in different parts of the keep. If you stare at it long enough, you can figure it out--but it's not intuitive. The "back" side is a representation of the interior of the different parts of the keep--there's a mess hall, a shrine, and some offices (oddly, no bunks or barracks). The problem I had with this side is that it's a shifted top-down view and hard to match up with the "front" side. The interior of the towers, for example, are abstracted elsewhere--I guess--and there are some rooms that I can't figure out how they're accessible to the rest of the keep. I can see what the designer was going for, but I just don't think it works well--flip-mats are supposed to make encounters faster and easier, not require puzzle-solving.
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