The DungeonMaster G

Dungeon Tiles - The 2.5D DMScotty Method

Originally when I first saw DMScotty's videos I loved the simplicity of the idea of having low walls. I had experimented with this before years ago, creating low walls out of tiny stones and putty on lollipop sticks, but the problem was I had to keep rearranging the walls for new dungeons and I could not produce enough walls. DMScotty's system was simple and effective. However, his tiles are large and generally custom built to each scenario (this is where he and I begin to differ). I wanted tiles I could reuse over and over and re-purpose over and over.

As I was a big fan of Warhammer Quest I loved the idea of a modular dungeon, especially a randomly generated one. I have a huge list of rules for generating a dungeon based upon bits and pieces of D&D3.5 rules and home made rules. So I wanted that Warhammer Quest size of tile and the ability to integrate my random dungeon engine. The results are the tiles you see on my YouTube channel.

The first thing I thought about was maintaining the simplicity of the DMScotty 2.5D system with what I wanted to achieve using double corrugated cardboard. It is stronger and more durable, BUT it also allows you to go below the floor easily. That was fine, but going up leads to its own problems as you start to go 3D again and playability and storage problems arise. So I started out with a 3 layer maximum limit.

Most people would see this restriction as limiting and not allowing them to really go to town on the tiles, but I find it sparks more creativity when you have a limitation problem. A famous quote by Orson Welles "The enemy of art is the absence of limitation". It is not challenging and engaging if there are no problems to overcome. So I do not go above the third layer in any modular tile. I do use dungeon furniture and items that will go above this, that is fine, but the actual rooms and corridors themselves will not.

This limitation aids both storage and game-play. It is much easier to stack the shallow tiles in a single box and therefore easier to transport. In game-play there are no walls to contend with and fog of war is a lot easier.

Books and to consider: