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General Tabletop Discussion
*TTRPGs General
"A ten-foot wide hallway stretches thirty feet and then . . ."
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<blockquote data-quote="Shadowslayer" data-source="post: 2674637" data-attributes="member: 8400"><p>In the old days, our DM did it for us, and that sort of carried on with me as DM. Basically he'd describe the scene then draw the room, handing us the paper over the DM screen. When we came to the next thing, we'd hand the paper back, he'd draw the next room and so on. We tried having the players map as he described it, but it was always "No actually its 30 feet, and you have the door on the wrong side...no thats...never mind, gimme that."</p><p></p><p>Doing it this way also eliminated the need for boring decriptions with full dimensions.</p><p></p><p>Nowadays, I either do one of two things. If the dungeon is small enough, I just lay it down as we go with dungeon tiles. If its big, I revert back to the old way, except that when I draw for the players its just lines for hallways and squares for rooms, almost like a flowchart. The players are free fo write whatever memory joggers they want in the room squares ("Mystic circle on floor" or "Labratory" or "Three dead goblins here") Using this second method, the dungeon tiles only come out when something needs to be worked out...mostly for combat.</p><p></p><p>I personally never liked the game-bogging-down aspect of having the players map it themselves, especially whan the only reason to do it that way was only to give them a chance to get lost if they got it wrong...big investment for little return.</p><p></p><p>Mind you this is all in my own experience. I'm sure there were other groups that used mapping and had fun with it. </p><p></p><p>Trev</p></blockquote><p></p>
[QUOTE="Shadowslayer, post: 2674637, member: 8400"] In the old days, our DM did it for us, and that sort of carried on with me as DM. Basically he'd describe the scene then draw the room, handing us the paper over the DM screen. When we came to the next thing, we'd hand the paper back, he'd draw the next room and so on. We tried having the players map as he described it, but it was always "No actually its 30 feet, and you have the door on the wrong side...no thats...never mind, gimme that." Doing it this way also eliminated the need for boring decriptions with full dimensions. Nowadays, I either do one of two things. If the dungeon is small enough, I just lay it down as we go with dungeon tiles. If its big, I revert back to the old way, except that when I draw for the players its just lines for hallways and squares for rooms, almost like a flowchart. The players are free fo write whatever memory joggers they want in the room squares ("Mystic circle on floor" or "Labratory" or "Three dead goblins here") Using this second method, the dungeon tiles only come out when something needs to be worked out...mostly for combat. I personally never liked the game-bogging-down aspect of having the players map it themselves, especially whan the only reason to do it that way was only to give them a chance to get lost if they got it wrong...big investment for little return. Mind you this is all in my own experience. I'm sure there were other groups that used mapping and had fun with it. Trev [/QUOTE]
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"A ten-foot wide hallway stretches thirty feet and then . . ."
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