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"Deus Vult!": A Shadowrun-inspired diorama

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On 10/26/2019 at 2:23 PM, Corsair said:

Actually, the idea of it being a brightly lit and pretty environment could be a nice juxtaposition to the scene depicted.

"Hey kids, welcome to the FunZone presented by Renraku!"

 

12 hours ago, Peithetairos said:

If you want to stay Reaper I think Joeliyn is a great choice.

I'm trying to stay with Reaper minis.  (Otherwise I'd consider the Ral Partha/IWM Shadowrun minis.)

 

12 hours ago, Peithetairos said:

I am not too sure what exactly the female agent is doing pose wise, but an idea I had was to alter her weapon arm in such a way, that she is basically jumping and shooting, but It may require to cut of the head and turn it slightly.

Do you mean Natalia in the front?  She's running.  For this to make sense as the center scene, she needs to appear to be immediately threatened.

 

12 hours ago, Peithetairos said:

I would also suggest - and I think you intend to - remove all the oversized weapons and replace them with something more reasonable. 

I think the three runners are fine, although Grace's sword is a little questionable.

 

Joeliyn's staff will be replaced by something.  A banner maybe?  Her sword may be kept as a sword or replaced with a firearm.  If I she keeps her sword, I will reposition her arm so the sword is pointing forward.

 

The Crusader Ardent in the back will get a firearm in place of his hammer.  I may replace his book, although I'm not sure with what.

 

The Templar Swordsman may get his shield removed and a firearm placed in his hand (or the arm may be replaced entirely).

 

Whoever's threatening Natalia may get a firearm.  Or a chainsaw.  Or both.

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Heh. :)  I think we played in a scenario very like this one, years ago with my old gaming group.  We got the job of going in and finding out what had happened when the arcology went offline.  Only we found killer droids and heavily armed drones.  It got ugly fast. 

 

Anyway, I agree with the other comments that this is too flat.  It's one dimensional and meant to be viewed from one direction.  I think you need some stairs and a corner.  One side could be on higher ground, coming down stairs, the other side could be coming around a corner, or maybe retreating to a corner.  Now you have a flow of action from high to low, from one side to the other, you have dimensional interest and an architectural structure instead of flat space.  This makes the viewer want to spend time looking at all the parts, not just glancing over a cluster of static figures. 

 

 

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11 hours ago, Inarah said:

It's one dimensional and meant to be viewed from one direction.

That's fair.  I don't expect it to ever be viewed from more than one direction.

 

11 hours ago, Inarah said:

I think you need some stairs and a corner.  [...]  Now you have a flow of action from high to low, from one side to the other, you have dimensional interest and an architectural structure instead of flat space.  This makes the viewer want to spend time looking at all the parts, not just glancing over a cluster of static figures.

I don't understand.  You appear to assert "If the diorama has stairs that are incorporated into the scene, it will make the diorama much more interesting" and I don't understand why this is necessarily true.

 

This could be because I'm a complete novice at this.  It could also be that I'm wary of adding complexity.  (For exampele, finding dynamic minis is already a problem.  Finding dynamic minis who could appear to be on stairs will be more difficult.)  I'm also wary of anything that would make the diorama harder to transport, in case I want to bring it to ReaperCon (which would require fitting into my carry-on luggage).

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I have an idea but I'm not sure how to mock it up (or if I can describe it).  (I'm also not entirely sure how to do it but that's a different problem.)

 

Plot out the scene as a deeper rectangle.  At the back, on a hill, stands the wall of a pseudo-Japanese castle and part of the gate.  A From the gate to the front of the scene is a ramp, down to "ground level".  At the wall and at ground, there are paths going to either side.  In the space to either side of the ramp, between the paths, are lines of blooming cherry trees and then grass beyond.  A sign, somewhere, says "Welcome to Little Chiba, Renraku SCIRE Entertainment Complex".

 

Our "heroes", the runners, are, well, running up that hill.  Most of the crusaders are at the bottom chasing slowly after them.  At the top, another crusader is lurking within the gate, not yet seen by the runners.

 

One downside to this may be that many of the crusaders will not be facing the viewer.  On the other hand, I'm not sure this is a problem.

 

I'll see what I can come up with.

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Sounds like a cool concept. Might work especially well if you build it more like a stage play or Disney themed area. The artifical environs will mirror the artifical being that controls them. It will be difficult to pull it off, so that it doesn't look like a bad attempt at a Japanese themed board. So maybe combine high tech (consoles, sphere domes, visible pipes etc. with the environment. 

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I tried making a mockup.  Pretend the space on the sides of the ramp is a row of cherry trees, or a meadow, or something.

 

Overhead:

802284714_20191026MockupOverheadEighth.jpg.be715fb0b8e154f23fd4af5affdae928.jpg

 

More-or-less eye level, from the front:

857912213_20191026MockupFrontQuarter.jpg.1202d5acb0ff00da6f1f139e478e60de.jpg

 

Ignore the blue pieces.  Those are there to keep the figures from sliding down the ramp.  Also, pretend the Dwarven Forge dungeon walls are actually a Japanese castle's walls.  While you're at it, pretend there's a terminal on either side of the gate.

 

Anyway, I'm not certain this is an improvement but I figured I'd show it.

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To me it the elevation and more distinct fore- and background add a lot of interest. The eye wanders more. So you could still have elements to the left and right of the platform in the foreground. 

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I wonder if the ambusher at the top might be more effective visually if set off to the side a bit. Let him be the shadowy figure the viewer has to actually work to notice, then it's like "Oh wow, their escape is blocked too"

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On 10/29/2019 at 10:47 AM, Corsair said:

I wonder if the ambusher at the top might be more effective visually if set off to the side a bit. Let him be the shadowy figure the viewer has to actually work to notice, then it's like "Oh wow, their escape is blocked too"

Right.  He should be shadowed.  If there's room, maybe he should have a comrade in the gate.  Both of them should have melee weapons since, otherwise, they'd be shooting at the runners.

 

This also justifies the static stance of the crusaders in the foreground (Ava and the Crusader Ardent) since they're not so much chasing as keeping the runners from escaping towards them.  The Crusader Champion (behind Natalia) will be replaced with either a more dynamic mini (again, possibly Strach or the Deathseeker), so Natalia looks like she's actually being chased.

 

I'm still not sold on this format but I can't tell if this is because there's an issue with it or if I'm just out of sorts.  (I've been tired and out of sorts all week, having spent my entire weekend working.)

 

Assuming this stays as is: Can the ramp/hill be lowered and shortened, say half an inch or so in either direction?  I'd like the diorama to fit in a 9L Really Useful Box for transport (12.5 in. long, 8.5 in. wide, 5.5 in. high).

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I can see no reason it cannot fit in that box. If you make the upper wall section removable, for transport, it will be doable to get the height you want.

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I haven't done any hobbying for the past couple weeks.  But one of my mini orders came in.

 

Here's a shot of the center of action now:

1293755788_20191113NatalieandDeathseekerQuarter.jpg.3bdc2e4c8271332f75cbbd0b5d7ae7f2.jpg

 

That's 14380: Elven Deathseeker chasing Natalie.  I think he's sufficiently threatening.

 

I tried adding another mini for the runners but it looked crowded up at the top of the hill.

 

So I think the next step is to do some trial painting of figures (either these or similar figures) to get an idea for colors.

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