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<blockquote data-quote="Fenris-77" data-source="post: 8168033" data-attributes="member: 6993955"><p>This is quite similar to how the city 'map' in the Dresden Files in handled. You could use a city map if you wanted, but mostly the characters just decide where their going and then get there, no navigation needed. The campaign is more focused on the places associated with factions and investigation as set dressing rather than being concerns with their physical relationship in space. That makes great sense in a modern or futuristic city setting, <em>especially</em> for a Supers game IMO.</p><p></p><p>I agree with your sentiments here, both that the need for maps is overblown in many cases, and also that a GM should use whatever maps he actually needs to run the game he wants to run. I think a lot of GMs might over prep and overuse maps. What's more, too much map can be, IMO anyway, a real distraction for the players in some cases.</p></blockquote><p></p>
[QUOTE="Fenris-77, post: 8168033, member: 6993955"] This is quite similar to how the city 'map' in the Dresden Files in handled. You could use a city map if you wanted, but mostly the characters just decide where their going and then get there, no navigation needed. The campaign is more focused on the places associated with factions and investigation as set dressing rather than being concerns with their physical relationship in space. That makes great sense in a modern or futuristic city setting, [I]especially[/I] for a Supers game IMO. I agree with your sentiments here, both that the need for maps is overblown in many cases, and also that a GM should use whatever maps he actually needs to run the game he wants to run. I think a lot of GMs might over prep and overuse maps. What's more, too much map can be, IMO anyway, a real distraction for the players in some cases. [/QUOTE]
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