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General Tabletop Discussion
*Pathfinder & Starfinder
Mapping During the Game
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<blockquote data-quote="howandwhy99" data-source="post: 6282009" data-attributes="member: 3192"><p>Mapping is a strategy, not a mandatory action. </p><p></p><p>If your gamers are feeling overwhelmed by mapping like with the Mad Archmage dungeon, then run adventures which don't place such a high value on remembering the configurations of their surroundings. That goes against megadungeon designs, but you could still do town and dungeon delvings for that experience. </p><p></p><p>Mapping should offer an advantage. It pays to remember things in a game. To keep a character log. But it's part of the players' play to determine what they want to take note of and what they don't. Low levels should mean not needing to be so proficient. That's changing the difficulty of the game. Higher levels generally mean more difficulty, so better proficiency at remembering what's going on, where you are, how to accomplish things in the game. </p><p></p><p>But there should still be alternate routes, no one doorway paths the players must use. That means mapping too. Higher levels might have magic items which enable better mapping or stuff like teleportation which makes extensive mapping less important. Either way, be prepared to provide player's with maps when they have that information. And erase it / take it back when they don't.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 6282009, member: 3192"] Mapping is a strategy, not a mandatory action. If your gamers are feeling overwhelmed by mapping like with the Mad Archmage dungeon, then run adventures which don't place such a high value on remembering the configurations of their surroundings. That goes against megadungeon designs, but you could still do town and dungeon delvings for that experience. Mapping should offer an advantage. It pays to remember things in a game. To keep a character log. But it's part of the players' play to determine what they want to take note of and what they don't. Low levels should mean not needing to be so proficient. That's changing the difficulty of the game. Higher levels generally mean more difficulty, so better proficiency at remembering what's going on, where you are, how to accomplish things in the game. But there should still be alternate routes, no one doorway paths the players must use. That means mapping too. Higher levels might have magic items which enable better mapping or stuff like teleportation which makes extensive mapping less important. Either way, be prepared to provide player's with maps when they have that information. And erase it / take it back when they don't. [/QUOTE]
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