Hail and we’ll met fellow travelers! I just got ICRPG and picked up this beautiful and strange game and am in love with it. I’m getting ready to run my first session on Owlbear Rodeo this coming Monday. However, I’m having trouble wrapping my head around how to implement battle grids, dungeon/terrain exploration, and overland travel with the system. With that said I’ve got a few questions for those more experienced than I.
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How do you handle combat online with movement. I feel that only using the index card assets might underwhelm the players in the game. While setting up battle maps or background art seems a little overproduced for the game system and may make more confusion with players not mowing how far they can move on a given terrain. I feel like either way I’ll do it wrong with the game’s movement being so loose.
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How do you approach exploring a dungeon larger than a 3-5 cards which are shown in the sample trial in the Master Edition. That seems pretty minimal to me and I plan on running a three hour session so I don’t want to have an underwhelming dungeon, cave, or compound for players to explore. Do you just move from scene to scene or do you use an actual dungeon map (a la adventure modules). Is it just point crawling with theatre of the mind?
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Is there a good way to handle overland travel if my players want to do that? I don’t see much in the book speaking to that. I have seen where I’m supposed to keep players in the game turn order and just change the time of a turn (6 hours/1 day/ a week) when we’re out of combat depending on the situation.
Hopefully I have asked any silly questions. At the end of the day, all my experience is with DnD 5e and that game system is much more grid and moving based than this instant I’m finding the transition slightly more difficult than expected.
Any resources or advice is greatly appreciated!