Felnar
First Post
how do you DM's map for your players?
specifically, how do you map interiors and dungeons?
do you draw it out for them?
do you tell them what to draw? (ie. "the corridor goes 20ft north then turns left")
do you give them exact measurments? (ie. how precise do you get without the PCs physically measuring lengths)
do you use a grid? (ie. corridors are all north-south or east-west, 5ft increments)
how do you limit their meta-gaming abilities?
Currently i'm writing an adventure that features a maze/labyrinth, and when i "test run" how the exploration will go, i find that as the maze is mapped, it becomes clear that significant sections are obvious dead ends. My map is on a grid, primarily right angle turns, and was assuming i'd give out exact distances (for ease). To make it work better i've redrawn the maze once, and changed the labyrinths "exit" to be in one of these dead ends. It does work better now, but it's raised questions about how best to handle mapping as a DM.
please share your methods and tips
- Felnar
specifically, how do you map interiors and dungeons?
do you draw it out for them?
do you tell them what to draw? (ie. "the corridor goes 20ft north then turns left")
do you give them exact measurments? (ie. how precise do you get without the PCs physically measuring lengths)
do you use a grid? (ie. corridors are all north-south or east-west, 5ft increments)
how do you limit their meta-gaming abilities?
Currently i'm writing an adventure that features a maze/labyrinth, and when i "test run" how the exploration will go, i find that as the maze is mapped, it becomes clear that significant sections are obvious dead ends. My map is on a grid, primarily right angle turns, and was assuming i'd give out exact distances (for ease). To make it work better i've redrawn the maze once, and changed the labyrinths "exit" to be in one of these dead ends. It does work better now, but it's raised questions about how best to handle mapping as a DM.
please share your methods and tips
- Felnar