Originally Posted by Grishnakh
Hey everyone. I popped in here today to look at something else and noticed your thread. Sounds like a worthy topic to advance 'Scape. And one that (over the many years I was active here) I personally tried to achieve in the creation of all of my custom terrain for this game. Of course my main goal was similar to yours, to maintain a high level of quality, esthetics, and playability and I'm glad to see this group wishing to do the same. I look forward to seeing what you all come up with!
However, I couldn't help but notice the title of your thread. "Interactive terrain". Lol. A term I tried to advance in this game years ago when I created my superhero rules (even though I specifically called them ITFs: "Interactive Terrain Features"). Back then I did get some push back from the community on the use of that term, so it's actually refreshing to see a custom terrain group wanting to use the same terminology! But, with that said, the first thing I think you should do is settle on the actual terms you intend to use for what you intend to create.
So, and please forgive me here, but I would like to point out that "Interactive Terrain" should actually mean terrain that you can "Interact" with (pick up, throw, set down, activate, etc). Otherwise the terrain just sets there, only to be climbed on or block line of sight. In a sense they're just "Objects", like the castle wall. Other than climb on it you really can't interact with it.
Regardless, if I might help in some small way, I'll include the terminology that I've used in all of my fan made systems of terrain over the years. Feel free to adopt this, or something similar.
My Terrain Terminology and Notes:
To start with here’s my terminology as it pertains to my terrain features on the battlefield.
• I identify 4 types of terrain on the battlefield:
1. Terrain Tiles (or just Tiles)
These are the actual tiles that you build the battlefield out of (grass, rock, sand, water, ice, snow, road, lava, lava field, etc.). At the moment I do not have any specific rules regarding these types of tiles other than the normal Heroscape rules associated with those tiles.
2. Objects
These are basically Non-Destructible Objects. They are placed onto the battlefield, but you cannot interact with them, nor destroy them.Some examples would be buildings, trees, large rocks, castle walls, bridges, etc.
3. Interactive Terrain Features (ITFs)
ITFs are terrain that is placed on the battlefield that you can use, or interact with. You can pick up these items and carry them, or use them as weapons. These items are such things as cars, street signs, computer consoles, train cars, equipment "glyphs", etc. (In my system of Interactive Terrain Features they all fit neatly into 1 of 5 categories, or Classes. If you're interested I posted some abbreviated rules recently on my Custom Terrain Thread).
4. Destructible Objects (DOs)
There are only two Destructible Objects (or DOs) associated with the official game, the castle door and the wall section of the ruined warehouse. However, the framework surrounding both of these “destructible parts” (the door and the wall section) are just static “Objects”. I currently do not have any specific rules regarding this type of terrain other than the normal Heroscape rules for them. My group always felt that DOs were way too limiting in what you can actually "do" with them, which is to just destroy them and remove them from play. Why they're called Destructible Objects honestly. Unless they are part of a very specific scenario objective (like destroy mole man's underground earthquake beam before it destroys New York) I do not use Destructible Objects.
So, that's what I do. Keeping it simple is very much in line with what Heroscape tried to do with their terrain and terminology. Do what you want of course, invent your own terminology if you think it's necessary.
One last thing. If you attempt to create square objects on the hex battlefield you will have to deal with half hexes as the line on two sides will go against the hex grain. Otherwise you will have to have zig zagging structures (like the castle wall). If you do wind up creating terrain that does this you'd be more than welcome to use my rules on half hexes. They've been throughly play tested over the years and work extremely well. Just credit me if you don't mind!
I'll probably check in now and then to see your progress on this. I just hope I've helped in some small way, especially since I've been working on stuff like this for such a long time. Perhaps I've given you food for thought as you move forward! Looking forward to what some fresh faces can do.
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