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<blockquote data-quote="Janx" data-source="post: 6808320" data-attributes="member: 8835"><p>5) hand the party a map to the dungeon at your earliest convenience</p><p></p><p>Unless you are aiming for the classic crawl through a dungeon where the GM has to describe it and the players are expected to document it (which is very slow paced kind of play), do yourself a favor and get the party a map.</p><p></p><p>Before the game, look at your dungeon map and draw it roughly and badly onto a piece of paper. Make it look aged by soaking it in tea/coffee, or crumpling it up. Get this map into your party's hands, either by way of merchant who sells it to them, old adventurer who hears they are going back to where he lost his friends, or on the first dead body they loot when they get there.</p><p></p><p>The reason for this is that it is very expedient for the players to put the map on the table and a token on the map for where they are, and then to tell the GM, we want to go over to here.</p><p></p><p>Since the player's map has all the same turns and rooms as the GM's copy (except for the secrets you left out), this makes it much easier to explain where the party is, etc. Saves time and confusion.</p></blockquote><p></p>
[QUOTE="Janx, post: 6808320, member: 8835"] 5) hand the party a map to the dungeon at your earliest convenience Unless you are aiming for the classic crawl through a dungeon where the GM has to describe it and the players are expected to document it (which is very slow paced kind of play), do yourself a favor and get the party a map. Before the game, look at your dungeon map and draw it roughly and badly onto a piece of paper. Make it look aged by soaking it in tea/coffee, or crumpling it up. Get this map into your party's hands, either by way of merchant who sells it to them, old adventurer who hears they are going back to where he lost his friends, or on the first dead body they loot when they get there. The reason for this is that it is very expedient for the players to put the map on the table and a token on the map for where they are, and then to tell the GM, we want to go over to here. Since the player's map has all the same turns and rooms as the GM's copy (except for the secrets you left out), this makes it much easier to explain where the party is, etc. Saves time and confusion. [/QUOTE]
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