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"A ten-foot wide hallway stretches thirty feet and then . . ."
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<blockquote data-quote="Wolv0rine" data-source="post: 2676202" data-attributes="member: 9045"><p>I'm an avid fan of mapping. While I grant that there are innate difficulties with giving players exact measurements and distances (although I'm willing to presume that it's possible that simple measurement methods may exist and are known to explorers and adventurers such as '2 paces equals 4 feet' or something along those lines), I think as a DM it's good to have a player carefully mapping the dungeon if for no other reason than such a player-drawn map is, at times, the only clue to a hidden or secret chamber. When you look at the map and say "Uh, guys... has anyone noticed that there's a large, unaccounted-for 30'X50' "space" in the center of this area here? I smell a rat..." then the map has paid for itself.</p><p></p><p>Maybe I'm just that "old school", but I still design dungeons using the assumpton that the party's only clue of such secret places is that unaccounted for area of the map. If the DM's doing the mapping for the party, he may as well put up a sign saying "Secret Room Here", because he's taken that piece of puzzle-solving out of the players' hands.</p><p></p><p>And, as far as characters getting lost... well... I also tend to use a few 'traps' that are designed to confuse, so if you don't have a map going on the characters themselves are in for a serious challenge of finding their way out. </p><p></p><p></p><p>Nahh, doesn't have to be that at all. It can be just a simple matter of tracing a route on the map and saying "We go this way". Maybe because they know that path is safe (or think they know), maybe for other reasons. But just saying "We leave" strikes me as about as glossing over the subject as "We go adventure, how much XP do we get?" <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Wolv0rine, post: 2676202, member: 9045"] I'm an avid fan of mapping. While I grant that there are innate difficulties with giving players exact measurements and distances (although I'm willing to presume that it's possible that simple measurement methods may exist and are known to explorers and adventurers such as '2 paces equals 4 feet' or something along those lines), I think as a DM it's good to have a player carefully mapping the dungeon if for no other reason than such a player-drawn map is, at times, the only clue to a hidden or secret chamber. When you look at the map and say "Uh, guys... has anyone noticed that there's a large, unaccounted-for 30'X50' "space" in the center of this area here? I smell a rat..." then the map has paid for itself. Maybe I'm just that "old school", but I still design dungeons using the assumpton that the party's only clue of such secret places is that unaccounted for area of the map. If the DM's doing the mapping for the party, he may as well put up a sign saying "Secret Room Here", because he's taken that piece of puzzle-solving out of the players' hands. And, as far as characters getting lost... well... I also tend to use a few 'traps' that are designed to confuse, so if you don't have a map going on the characters themselves are in for a serious challenge of finding their way out. Nahh, doesn't have to be that at all. It can be just a simple matter of tracing a route on the map and saying "We go this way". Maybe because they know that path is safe (or think they know), maybe for other reasons. But just saying "We leave" strikes me as about as glossing over the subject as "We go adventure, how much XP do we get?" :) [/QUOTE]
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