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General Tabletop Discussion
*Pathfinder & Starfinder
Mapping During the Game
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<blockquote data-quote="GX.Sigma" data-source="post: 6281906" data-attributes="member: 6690511"><p>What are people's opinions on mapping dungeons during play?</p><p>This issue came into focus for me tonight, during a session of D&D Encounters that I was running. In the first few sessions, I used my Dwarven Forge game tiles to represent the map. The problem with that was that it was rather cumbersome, not only in taking up time during the game, but also adding the hassle of hauling around a big box full of heavy plastic. For this session, I decided to do it old-school style.</p><p></p><p>The dungeon they were in was too big to fit onto my battlemat (even at 1"=10' scale), and I didn't have enough DF pieces or table space to make the whole thing with tiles (and it wouldn't have been ideal anyway, since most of the rooms were empty). So, I drew the portions they had already explored onto a piece of graph paper, and asked them to continue the map as they went along. A few problems became apparent:</p><p></p><p>Combat was more confusing, since the players couldn't see what was going on. This was exacerbated (or maybe wholly caused) by the distraction-rich environment: The game store is so loud that it's hard to hear, we had a few people show up late, and there was a lot of chit chat. Suffice to say, not everyone was paying attention to the game the whole time.</p><p></p><p>Additionally, from the mapper's perspective, it's really annoying to map stuff when there are a lot of empty rooms. This is why my other group ragequit Castle of the Mad Archmage. "Draw this thing. Choose a door. Draw this thing. Choose a door..." It's also annoying when there is complex geography (anything more complex than square rooms and perfect "T" or "+" intersections), since it makes for a lot of boring back-and-forth between the DM and the mapper for no real gameplay benefit.</p><p></p><p>On the whole, the session went well, but the mapping made it less enjoyable than it should have been. I still don't know how I should have handled it. A part of me still wants to believe that having the players make the map is a good way to do it (at least in some situations), but it just hasn't worked for me. Maybe I should just keep doing this until the mapper gets good at it? I guess that would be the old-school answer.</p><p></p><p>How do <em>you </em>handle stuff like this?</p></blockquote><p></p>
[QUOTE="GX.Sigma, post: 6281906, member: 6690511"] What are people's opinions on mapping dungeons during play? This issue came into focus for me tonight, during a session of D&D Encounters that I was running. In the first few sessions, I used my Dwarven Forge game tiles to represent the map. The problem with that was that it was rather cumbersome, not only in taking up time during the game, but also adding the hassle of hauling around a big box full of heavy plastic. For this session, I decided to do it old-school style. The dungeon they were in was too big to fit onto my battlemat (even at 1"=10' scale), and I didn't have enough DF pieces or table space to make the whole thing with tiles (and it wouldn't have been ideal anyway, since most of the rooms were empty). So, I drew the portions they had already explored onto a piece of graph paper, and asked them to continue the map as they went along. A few problems became apparent: Combat was more confusing, since the players couldn't see what was going on. This was exacerbated (or maybe wholly caused) by the distraction-rich environment: The game store is so loud that it's hard to hear, we had a few people show up late, and there was a lot of chit chat. Suffice to say, not everyone was paying attention to the game the whole time. Additionally, from the mapper's perspective, it's really annoying to map stuff when there are a lot of empty rooms. This is why my other group ragequit Castle of the Mad Archmage. "Draw this thing. Choose a door. Draw this thing. Choose a door..." It's also annoying when there is complex geography (anything more complex than square rooms and perfect "T" or "+" intersections), since it makes for a lot of boring back-and-forth between the DM and the mapper for no real gameplay benefit. On the whole, the session went well, but the mapping made it less enjoyable than it should have been. I still don't know how I should have handled it. A part of me still wants to believe that having the players make the map is a good way to do it (at least in some situations), but it just hasn't worked for me. Maybe I should just keep doing this until the mapper gets good at it? I guess that would be the old-school answer. How do [I]you [/I]handle stuff like this? [/QUOTE]
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