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Page 18:

[This page is written in reference to Page XII, which is held adjacent with paperclips.]

Sight needs to be tight to the sightline of the unit in order to convey the sense of claustrophobia and terror of living underground. Half a square or maybe one and half behind the unit and four in front (subject to change) with an increase where exposed to high light sources (braziers, lava flows, torch brackets, etc.).

Four or five Rs to a square seems appropriate for combat, also need to keep in scale when introducing vehicles, carriages, minecart tracks and so on.

Illumination from the R's line of sight spreads into the cells filled with walls and undug material. This will allow the player to gauge whether the surface has a precious resource in it, is hollow (backed with empty space, carving to indicate a special room behind, water, a pit, or lava.), or just safe plain dirt. The trick will be how much illumination to allocate in order to convey the necessary information without spoiling the adventure and exploration risks by making it too plain what to expect on the other side of the wall and balancing it so that the player isn't omniscient.

1x1 square can be used for animal paths/natural tunnels. 2x2 is R standard enough for squads to pass through in travelling formation and standard vehicle size.