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The Caller and the Mapper
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<blockquote data-quote="Iosue" data-source="post: 6320427" data-attributes="member: 6680772"><p>I don't think so! I'm part of your "second wave" that got into the game via Basic in the 80s. But the rules (both Moldvay and Mentzer, and 1e books by Gygax) suggested the use of a caller and mapper, so that's how we played.</p><p></p><p></p><p>Oh definitely. IMO, if you're running game heavily dependent on exploration (dungeoncrawls and hexcrawls), both caller and mapper have utility. But if exploration is peripheral to your game play, a la the Dragonlance modules, then there's very little need for either of them. I think the mindspace of the game is quite different. In the former, the player perspective is pulled back. Your focus is, in effect, on the environment being explored. Combat isn't simulated, it's resolved, preferably quickly, so you can get back to the exploration. The map isn't an extraneous obligation -- it's a record of progress made and goals achieved. In the latter mode, though, you have more of a "first person" view. Your focus is on (typically non-exploratory) goals in front of you. Combat is part of the immersive experience. You no more need detailed maps than any character in a fantasy novel or movie.</p><p></p><p>Kind of like the difference between Legend of Zelda and Knights of the Old Republic, say?</p></blockquote><p></p>
[QUOTE="Iosue, post: 6320427, member: 6680772"] I don't think so! I'm part of your "second wave" that got into the game via Basic in the 80s. But the rules (both Moldvay and Mentzer, and 1e books by Gygax) suggested the use of a caller and mapper, so that's how we played. Oh definitely. IMO, if you're running game heavily dependent on exploration (dungeoncrawls and hexcrawls), both caller and mapper have utility. But if exploration is peripheral to your game play, a la the Dragonlance modules, then there's very little need for either of them. I think the mindspace of the game is quite different. In the former, the player perspective is pulled back. Your focus is, in effect, on the environment being explored. Combat isn't simulated, it's resolved, preferably quickly, so you can get back to the exploration. The map isn't an extraneous obligation -- it's a record of progress made and goals achieved. In the latter mode, though, you have more of a "first person" view. Your focus is on (typically non-exploratory) goals in front of you. Combat is part of the immersive experience. You no more need detailed maps than any character in a fantasy novel or movie. Kind of like the difference between Legend of Zelda and Knights of the Old Republic, say? [/QUOTE]
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The Caller and the Mapper
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