Emerald City Knights Maps

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raineym
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Emerald City Knights Maps

Postby raineym » Thu Feb 27, 2014 8:33 pm

I am planning on running the Emerald City Knights anthology adventure and was wondering if there were any larger and/or hi-res maps for the adventures?

I can extract them from the PDF but they look grainy and blurry when blown up to fit with minis.

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Aerlwyn
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Re: Emerald City Knights Maps

Postby Aerlwyn » Thu Feb 27, 2014 8:43 pm

Dont they give you a map with the whole pdf pack of Emerald City, as i saw it had 4 pdfs to it.

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raineym
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Re: Emerald City Knights Maps

Postby raineym » Thu Mar 06, 2014 2:21 pm

Aerlwyn wrote:Dont they give you a map with the whole pdf pack of Emerald City, as i saw it had 4 pdfs to it.


That is the map of the city. I'm talking about the maps to use for each scene (encounter) in the adventure. It would be nice to have them as I use MapTool to run my games.

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freeclint
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Re: Emerald City Knights Maps

Postby freeclint » Thu Mar 27, 2014 6:36 am

That would be a nice extra download. I'm interested in this as well.
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Thakowsaizmu
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Re: Emerald City Knights Maps

Postby Thakowsaizmu » Thu Mar 27, 2014 11:57 am

I think a lot of maps become impractical to Superheroic play. For example, what good does a grid with 5' squares do when you have a speedster that can move 100 squares as a move action and half the party can fly?
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FuzzyBoots
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Re: Emerald City Knights Maps

Postby FuzzyBoots » Thu Mar 27, 2014 12:33 pm

Thakowsaizmu wrote:I think a lot of maps become impractical to Superheroic play. For example, what good does a grid with 5' squares do when you have a speedster that can move 100 squares as a move action and half the party can fly?

Eh, but if all of the tactical action is happening within the boundaries of the map, what does it matter if they have these exotic movement methods?

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Re: Emerald City Knights Maps

Postby Thakowsaizmu » Thu Mar 27, 2014 1:19 pm

It's been my personal experience that tactical combat isn't really the top concern for Superhero play. Especially with a system that stripped much of the original d20 tactical rules, there's little need to actually have a grid and minis (for me). Like, drawing out a location is one thing, actually trying to conform MnM to tactical, D&D style play is (for me) counterintuitive to the system.
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