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Which scene styles are the most useful for you?

Hi everyone :)

We're looking to potentially change up some of our scene styles, and the most important thing of course is, what works best for our supporters!

So, which scene view types would you find most useful for your campaign? Taking into account we'll always have a battlemap to accompany them too.

Comments

I would also love some scenes of indoor battlemaps. That would require the 'up close' approach, probably, but it'd be a nice way to spring a combat encounter on my players, to first go from pretty splash art while RP happens to 'haha, battlemap! Roll initiative!'

Tanja Mueller

Exactly this. I love the arena map but for what I want to use it for, I can't use the scene because of the centurion. (The scene is amazing! Just out of context with the addition of them is all)

Kahlia Foster

I'd say my goal with showing my players these images is: give players a sense of the *feeling* of the place. The top down map already has all the detail if I need it. Also, ideally the images are as flexible as possible. So for example, the centurion in the arena adds flavor but narrows the potential usefulness of that scene quite a bit, as it makes very specific who is there. I could use an arena for a ton of stuff, but I can only use an arena with a human centurion in it in a very narrow context.

Cattegy

It absolutely depends, but I am hard pressed to think of a close up map that isn't an interior and even those I want to see as much of the room as possible

Mirriky

Thanks Sean!

Czepeku Scenes

So we wanted that to seem as if you were up on the balcony level of the tavern. Perhaps that didn't come across correctly? Fair point though!

Czepeku Scenes

Thanks Tyler!

Czepeku Scenes

Depends on what you use scenes for. For me it's for when I want to give the party the sense of being in the local without being restricted by the battlemap. For "dungeon" locations that's usually during the approach, but for downtime/socials areas that's usually when they're inside wandering around.

Lev Vaesinis

Depends on the map yes. I prefer the main feature of the map. Is it a precarious bridge? Is it the looming castle in the distance? The fountain of a bazaar in the town square? The dragon horde? The gateway in the depths of the dungeon? The deep dark hole in the depths of the ocean? The Inn the party stays at? That sort of thing.

Sean Gunning

The far shots are good, but not as good as medium shots at roughly eye level. Only scene you made that is hard to use is the pirate saloon, because the angle is very awkward, it's not someplace someone would be standing or where two characters can talk.

GloriousGe0rge

Whatever helps convey the tone/theme/ambience

Benjamin Busseniers

I would prefer a large sweeping view for maps of cities and general locations. If it is a map with a distinct centerpiece, such as Baba Gaga’s hut interior view, focusing on specific mood setting things is my preference. But whatever you all feel is best! The scenes page was such a great idea. Can’t wait for more!!!

Tyler Lee

Thank you Captain!

Czepeku Scenes

Very good point Paul!

Czepeku Scenes

For cities or settlements, an approach scene would probably be better. However, some map are focused on a centerpiece which could get the focus.

Captain Blackwood

It does depend on the map, but I think the most useful is having something to give the players along side a description. A "handout" if you will. Something to add depth to a key moment. I hope to use these the same way I would give a handout. For example, Waterdeep city, as I describe what it may look like from a distance to give scope of its size and beauty the art helps to further that if its from the same perspective. On the other hand if I describe the entrance to a temple or the interior of a tavern its better to have something from a 1st person viewpoint as the characters PC would observe it.

Paul O'Grady

Thanks as always Mo!

Czepeku Scenes

Thanks Ryan, some great feedback there thank you!

Czepeku Scenes

Me who just wants pretty wallpapers: πŸ€“ But overall I agree with what has been said before, it strongly depends on the focus on the map and both can be interesting πŸ€” I've really liked the angles you've used so far, I feel like they fit the map very well!

Mo

I agree with the poll results thus far. It does indeed depend on the map, but more often than not, unless there is some very jazzy element which is quite small / hidden in the map, I want to use the Scene as the Arrival splash art. That's where it can have the most impact the most of the time: - theater of the mind description - mid way through I show arrival Scene art - bit of RP while that is there still visible - once RP finishes, show map/tokens That flow is very powerful and very engaging, draws out RP, and I've used that flow with dozens of players now, and the feedback has been stellar. However, that flow doesn't work if the Scene isn't of the arrival vantage point. It just doesn't. Again, I'm saying that is ALWAYS the answer. It's not. But, I think it should be the DEFAULT approach for a given map...unless there is somethin else VERY engaging in the map which would be MUCH cooler to have have art for...but there's no way it would be seen on approach/arrival. My guess is at most 1 in 5 maps are like that. I would say a solid 80% or more of Scenes should follow the Arrival / Approach vantage point. So, yes, it is true that "it depends on the map" all the time, but MOST of that all of the time, Arrival/Approach vantage is the best answer. This is the way. :-)

Ryan Rogers

That's a very good point. Thank you!

Czepeku Scenes

Thanks Drew!

Czepeku Scenes

Thanks Michael!

Czepeku Scenes

Thanks Sven!

Czepeku Scenes

Keep your eyes peeled! Definitely some of those coming!

Czepeku Scenes

I like the approach so the players can see structures in context. Especially where there are elevation gradients of note (ie towers)

Holy Pickle

I suspect I usually go with more of a description of the approach and then really go to the maps/scenes for the battle itself because I don't want to lead or foreshadow the encounter too much.

Drew Lyall

I think more focusing on "what's the feature of the location"? The Wonderful Wizard's Waterfall is a big space, so the small hut makes that work. The Celestial Gate is a big item in the forest, so focusing on that works, whereas the overgrown forest has the small hut to show the bigness of the space.

Michael Skelly

Thanks Andres!

Czepeku Scenes

I love the "Approach" or Mood szenes

Sven Uckermann

Interesting! That's good to know too!

Czepeku Scenes

I’d like to see more zoomed out maps that cover a large wilderness area.

Sadlip

No that makes sense, thanks Dan!

Czepeku Scenes

Aw yis. That's exactly what I'm looking for. With that one feature painted out, they're indeed often widely appliable in games.

Jane B.

I would say in sightseeing POV. I use scenes to struck awe and wonder (to transport into other world). Sightseeing POV is also sufficiently generic but enough to communicate location's mood/vibe

Andres Reintam

Thanks Omnic. Some great feedback there!

Czepeku Scenes

Thanks Jane. We've discussed this too actually and our plan is to regularly release scenes each month that although may be linked to a map, they would also have 'generic' variants similarly to the Ages of the Vale pack we released. Luckily too, we have a lot of maps like the Crossroads etc. that could definitely just be usable in any setting at all.

Czepeku Scenes

I think, generally, the biggest thing is to set the right vibe. Ideally, it's also what someone walking into the map would see. May just be me.

CH

Thank you! Always good to know.

Czepeku Scenes

Thanks Sam, that's great feedback!

Czepeku Scenes

Thanks Rachel!

Czepeku Scenes

Long term we are considering doing multiple views of settings to cover this. Right now we're trying to keep them as varied as possible but we would love to be able to manage both options for every release!

Czepeku Scenes

part "it depends on the map" but to elaborate (for me) its' the "point" of the map, the focal feature. for say, that runic gate you guys opened with, that's obviously "the point" to that map. but if you put out a shadow dungeon there could be 20 rooms, but only the main boss room has the tear in reality to another plane. in such a case, that's what id want to have to show off. if that makes sense. random example, but hopefully that gets what im trying to say ^_^

Dan Gragert

I like the idea of variation in a map to map decision process. Balancing aesthetic awe, with realistic use case and PoV can be a hard balance. The colliseum is a good example. From afar, maybe even a hillside overlooking a city where the colliseum dominates the view of anyone approaching, or the city streets where it's sheer size dominates the view of onlookers, or from the ground floor with camera almost on the ground with the upward angle about to enter the colliseum as a combatant or looking down from the perch of a rich merchant or leader where there are some riches fineries on the scene edge contrasted with the brutish and carnage below, are all possible awe inspiring PoV's, but what else is in the scene? What animations whisper to you that get you interested in completing that particular PoV? So I think it is a artistic license decision. But also, trying to still meet high use cases for the user.

Omnic

For me, they definitely don't NEED to always be tied to a battlemap. I'd be happy with just some pretty but versatile scenery. If they're tied to a specific map, there's often a major feature in them that makes them only really useable once.

Jane B.

I use them for setting the scene, setting mood, and immersing players, so close ups and distance perspectives both have a role at my table.

E Sawchak

I tend to prefer a wider/approach shot that sets the scene, and allows me to use theater of the mind for all of the details of the approach. Knowing the specifics of the battle map allow me to be accurate with my verbal descriptions, but the medium scope of the setting is primarily what I'm looking for. That said, there are some maps that require close up views!

Sam Kahle

Most of the time the approach shots of a map are the most helpful for me to give players and idea of what they’re walking into. However, I think for some maps with lots of detail, a zoom in on a specific point or points of interest make sense.

Rachel

Both the up close and the long view would be equally useful (unless it's something where there's no possible long view). So "it completely depends on the map" is a good choice, but I actually feel like "both!" would be even better! Thanks for all you do!

Xotyc


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