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General Tabletop Discussion
*TTRPGs General
A dungeon mapping idea
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<blockquote data-quote="Munin" data-source="post: 2177286" data-attributes="member: 5722"><p>One of the problems, at least to me, of the dungeon crawl, is how to reveal the dungeon to the players as they explore it. </p><p>Letting the players map it out based on your description inevitably bogs the game down and leads to frustration for player and gm alike.</p><p>Mapping it out in advance, even if you cover part of it, leads to meta-game thinking on the part of the players.</p><p>For smaller dungeons, like the classic 5-room model, the easiest thing to do is just map it on the battle map as they go, but for a larger dungeon, that just doesn't work.</p><p>As I'm about to start <em>Lost City of Barakus</em>, this problem is about to raise its ugly head yet again, but I think I may have a feasible solution that saves game time, allows the players to experience the joy of exploration, and does not promote meta-game thinking.</p><p></p><p>Here's what I'm going to do: Each large room, or each smaller section (basically everything within earshot) I'm going to draw out on the back of a 3 by 5 index card. On the front of the card I'll give a short description and note any special items. Obviously the room won't be to scale, so they'll still have to draw out the dimensions based on my description, but at a glance they will have a good picture of what the room looks like.</p><p></p><p>The main drawback that I see so far is the time involved in drawing each section out, but that shouldn't take to long, maybe 3 minutes per card. </p><p></p><p>Thoughts? Suggestions? Have you done anything similar?</p><p></p><p>One thing I'm considering is how to relay false information to represent failed rolls and such, so thoughts on that will be especially helpful.</p></blockquote><p></p>
[QUOTE="Munin, post: 2177286, member: 5722"] One of the problems, at least to me, of the dungeon crawl, is how to reveal the dungeon to the players as they explore it. Letting the players map it out based on your description inevitably bogs the game down and leads to frustration for player and gm alike. Mapping it out in advance, even if you cover part of it, leads to meta-game thinking on the part of the players. For smaller dungeons, like the classic 5-room model, the easiest thing to do is just map it on the battle map as they go, but for a larger dungeon, that just doesn't work. As I'm about to start [i]Lost City of Barakus[/i], this problem is about to raise its ugly head yet again, but I think I may have a feasible solution that saves game time, allows the players to experience the joy of exploration, and does not promote meta-game thinking. Here's what I'm going to do: Each large room, or each smaller section (basically everything within earshot) I'm going to draw out on the back of a 3 by 5 index card. On the front of the card I'll give a short description and note any special items. Obviously the room won't be to scale, so they'll still have to draw out the dimensions based on my description, but at a glance they will have a good picture of what the room looks like. The main drawback that I see so far is the time involved in drawing each section out, but that shouldn't take to long, maybe 3 minutes per card. Thoughts? Suggestions? Have you done anything similar? One thing I'm considering is how to relay false information to represent failed rolls and such, so thoughts on that will be especially helpful. [/QUOTE]
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