Charlaquin
Goblin Queen (She/Her/Hers)
For the players, obviously. Characters, in this context, are game mechanical constructs that can’t make decisions or solve puzzles.Is this a puzzle for the players or for the characters?
For the players, obviously. Characters, in this context, are game mechanical constructs that can’t make decisions or solve puzzles.Is this a puzzle for the players or for the characters?
I would guess there’s selection bias at work here, because there are certainly RPG communities in which player mapping is very popular. But, yes, my experience has also been that most of the people playing D&D 5e don’t want to do player mapping, and that’s fine.Totally. The goal is fun. If the players do enjoy mapping, then that's what the table should do. And honestly I personally see where it could be fun as long as the DM is not, broadly, a jerk.
I really do need to stress however, that I have played with ~1k players over the past 9 years. And I feel confident in saying that 99% of them would hate it, even with an otherwise good DM.
Of course. I think it goes without saying that if the players don’t want to do something the DM shouldn’t force them to. RPGs are a leisure activity, nobody should be forcing anybody else to do something they don’t want to as part of that activity. It’s one thing to encourage players to try something they may not think sounds fun on the surface, it’s another thing to say they must do it or there will be no game. I suppose if the DM isn’t interested in running a game unless the players are going to be mapping, they shouldn’t be forced to do so either, but A) that’s a pretty strange preference to have IMO and B) if the players’ preferences and the DMs’ preferences are that opposed, maybe it’s best they not play together anyway.What I REALLY want to stress is that I don't think a DM should unilaterally force mapping on players. A lot of players would leave the table rather than do it.
Nothing is ever a puzzle for the characters in an RPG. It is impossible.Is this a puzzle for the players or for the characters?
Not personally a fan, mostly be I am crap at puzzlesFor the players, obviously. Characters, in this context, are game mechanical constructs that can’t make decisions or solve puzzles.
You could roll a die.Nothing is ever a puzzle for the characters in an RPG. It is impossible.
During travel (either through a dungeon or in the wilderness) in my 5.0E games, I describe the environment the party is moving through, and it's entirely up to the players whether they choose to draw maps or take notes in some other way, which are ways players can engage with the fiction. Some players (like me) engage better by listening rather than taking notes, so I don't have an opinion one way or the other about what player activities are taking place at the table, as long as there's a general focus on playing the game.I am planning on running a big dungeon thing (using Shadowdark, but I don't think that is relevant) and I am considering options for how to deal with mapping from the player side.
My first impulse is to do "theater of the mind" exploration, letting the players map as they will (or won't; that's on them) and only drawing something out on the grid if a particular situation requires it for clarity (mostly thinking about fights, but maybe complex terrain or a trap room or whatever).
Note that I will be running this both on Fantasy grounds and later in person.
What is your go-to with regards to mapping big dungeon exploration, in person or on a VTT or anywhere in between? What have you learned to definitely do, or definitely not do? As a player, how do you prefer to deal with mapping that kind of exploration?
Well, yes it does add to the verisimilitude of the exploration in that, unless the place is tiny, without a map they've a half-decent chance of becoming lost.Have never seen a session wherein the players were required to map as they go that did not end in a frustrating fiasco.
Also not sure what it really adds to the game, tbh. "Draw what I verbally describe" doesn't add any particular verisimilitude to the exploration.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.