Skip to main content

Cardboard Miniature Stands

I like paper miniatures like Cardboard Heroes. The price per figure is tiny compared to miniatures, they don't have to be painted, and they're easy to flatten out and store. Unfortunately, they're not particularly durable (though, with digital files where you can print as many as you like, that's a significantly smaller problem these days--go a head and set fire to those orcs when you kill them; I'll just make more) and their light weight makes them liable to being knocked down if someone bumps the gaming table or a light breeze blows through the room.

The Dungeon Fantasy Roleplaying Game contains a very nice accessory: plastic stands to put the miniatures in. They're sized for the cardboard on which the DFRPG figures were printed, but they do a perfectly good job with folded paper ones, particularly if it's thick stock. They line up nicely with the hex grid, add a little heft, and bring the center of gravity down to make them even harder to knock over. The drawback there, though, is that they only come in one size. If you want, say, horses or big dragons, you're kind of out of luck even if you do have the figures.

Once again, it's 3d printing to the rescue. It's quite simple, really. A thin hexagon for the base plus parallel boxes to hold the figure. Slap a few together in a row or other configurations for multi-hex creatures. Result?


I've got about a zillion other projects going on, but I hope at some point to build a few more of those for other large critters. Say, six-hex or nine-hex versions for really big creatures.

Another variation I've considered is making the base textured. For example, an outdoor terrain or stone floor sort of thing. There's so little room on the single-hex base that it's hardly worth the effort, but there's space on the larger ones, making it a viable option for them.

And should anybody be interested in printing their own, I've put the design up on Thingiverse.

Comments

Popular posts from this blog

The Last Pyramid

Today saw the publication of the final issue of Steve Jackson Games's Pyramid magazine, as was announced several months ago. Broadly speaking, it was the victim of generally rough times within the gaming industry.

I'm one of what is surely a small number of people who have been published in all three iterations of Pyramid. I'd had some previous contact with SJ Games--some stuff I helped with ended up in GURPS Cyberpunk, which in turn has doubtless gotten my name on the Federal Register of Dangerous Hoodlums--but it wasn't until the later days of the paper version of Pyramid that I finally got up the nerve to try my hand at writing an article. The result was a short piece on low-tech (mostly Medieval) economies, which became my first professionally published work.

This, apparently, was enough encouragement. Having seen how painless the process actually was, I started thinking in terms of writing for publication. It didn't hurt that around this time I went to work fo…

Fraxinetum

I came across another one of those historical footnotes which would in years past have prompted a Pyramid  article. With Pyramid still gone, here we go again:
Introduction The early Middle Ages were dangerous and chaotic for much of western Europe. Vikings raided along coasts and river from the north and all the way around Europe's west coast and into the Mediterranean. Magyars attacked from the east. And Muslims (mostly but certainly not all North African Berbers) took over most of Spain and raided elsewhere along the Mediterranean coast.

But while many people know at least about the existence of Muslim Spain, fewer people are aware of Muslim France.  For a time in the 8th through 10th centuries, large stretches of the south coast of France were under Muslim rule, and parts of that were administered from one of the world's most glamorous vacation spots. This was Medieval Fraxinetum.
History In 711 AD, things were going well for the expanding Muslim caliphate. An Arab-led Berb…

Writing GURPS Adventures

Someone over on the forum asked for advice on writing adventures for GURPS. Or more specifically, in context, writing GURPS adventures with an eye towards publication by SJ Games, which is a very different animal. Whatever method and structure you have for writing up adventures for your own use is, of course, the best and you should use it for your own purposes. But we're talking about commerce here, not just art, so this should be thought of as advice on how to do business with a particular publisher, not generally useful advice on how to write adventures.

I need to start by defining a term. SJ Games means something specific by "adventure." As the wish list uses the word, an adventure has a plot, or at least something plot-like in it. It presents a specific problem to solve through a progression of encounters. They are not sandboxes. Sandbox-style adventures, with their multiplicity of possible PC objectives, are, in the terminology of the wish list, locations. There ar…