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Author Topic: Playable interiors and table size  (Read 472 times)

Online Pattus Magnus

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Playable interiors and table size
« on: June 30, 2025, 07:37:40 PM »
I have been putting together some multi-story buildings for my modern gaming projects and it has gotten me thinking about how multi- floor buildings impact effective table size. Specifically, does having several added floors essentially increase the playable area?

For example, a table is 3x3 feet (9 square feet). The set up includes two buildings that are 6x12”, and are two stories tall, with accessible floors and roofs. Each of those buildings adds 12x12” of playable space from the second floor and the roof, making the effective table size 11 square feet that figures can maneuver in.

Now imagine the added space in a downtown urban game where about half the table is covered by buildings, it could easily double the effective table size!

In some games the added space probably won’t be a big deal, but for games with time limits, I can picture the added floors and interiors having a significant impact. For example, games like Exploit Zero or When Nightmares Come, which have small boards and fixed time limits, having a bunch of multiple floor buildings could seriously change game balance. (Those are both games I am planning on using my buildings for…)

So, have any of you found that the added space from playable interiors has impacted your games? Or am I just way over-thinking something that doesn’t actually impact game play?

Offline Michi

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Re: Playable interiors and table size
« Reply #1 on: June 30, 2025, 08:36:41 PM »
Some rules benefit the high ground for shooting, which is obviously given with multi-story buildings. The time to reach it doesn't often pay out, because things on the ground move into a different direction. I think it all depends on the rules used for a game, however you're perfectly right: Multiple levels increase gaming/table space.

One additional note from my own experience: Try to have the buildings' footprints rather small, because it could take several turns to move around!

Offline Aethelflaeda was framed

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Re: Playable interiors and table size
« Reply #2 on: June 30, 2025, 08:42:26 PM »
While also reducing fields of fire and channeling avenues of approach.  you might find that they actually slow maneuver rather than increase the areas to maneuver in.  Any building interior with the exception of some sort of warehouse or factory should probably also have interior walls that further slow and  channel maneuver, and limit fields of fire.  Urban combat is slow tedious door to door block by block attritional combat.
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Offline Elbows

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Re: Playable interiors and table size
« Reply #3 on: July 01, 2025, 03:13:05 AM »
As mentioned above, the game, and purpose...matter.  I have some very intricate tables for games I run, and 90% of the time people don't even go into the buildings.  My games are fast enough moving, but people just want to run down the street and shoot each other.  lol  On the flip side, sometimes 50% of the game takes place in one of the larger buildings...

Some games, like older GW 'Historical' games were so slow (moving 6" max per turn in a game which last 6-7 turns) that all the pretty scenery was kinda useless.

So if there is a purpose (an objective), or genuine benefit, and people can be bothered, sure.
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Offline FifteensAway

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Re: Playable interiors and table size
« Reply #4 on: July 02, 2025, 06:58:36 AM »
An important consideration to the 'added square footage' is the off-set of table top clutter as you remove floors and roofs - where do you put those pieces?  And does there new location actually reduce playable table top space?  That seems to be what occurs from what I've observed over the years.

For me, I long ago decided to, in the main, forego interior gaming.  And, as Elbows points out, most gamers don't want to use the interiors.  Old West is a notable exception that I've seen.

So, unless there is a very specific reason for interiors, I'm not sure it adds to the experience. 

As a very specific example of where it was appropriate to have interiors was a historical gangster fight in a law enforcement raid.  The game master built a large building with at least two floors and interior walls to recreate, as much as practical, the actual location.  And, of course, in the fantasy realm I'm guessing interiors get used much more often, especially dungeons - though not my gaming interest so I can't be certain.

I love some of the fantastic modeled interiors we see here on LAF.  Just not sure how often the gaming experience - as opposed to the obvious visual enhancement - is improved with interiors.

Look forward to seeing the counter arguments in favor of interiors and the how's and why's of improving a gaming experience.  There are some fantastic 3D prints with great interiors out there on the market these days.

Sadly, generally not so practical in 15 mm - with exceptions.

Last note, I can say that I've never felt a gaming experience was lessened by not using interiors.  Which is not to say that carefully using interiors won't enhance the experience.
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