Alternatives to map-and-key

pemerton

Legend
A lot of thinking and discussion about the play of RPGs seems to default to an assumption of map-and-key play.

Here is what I mean by map-and-key:

* The GM prepares a map;

* The GM keys the map - that is, there are notes about what is to be found, or what is happening, at various points/places on the map;

* During the actual play of the game, an important category of action declaration for the players is describing the movements of their PCs on the map;

* As the players have their PCs move on the map, the GM consults the key to work out what occurs to the PCs;

* In this way, the material in the GM's key serves as a list of "proto-" or "latent" situations: these become actual situations - that is, scenes that are actually framed by the GM and played out - when the players trigger them by having their PCs go to some appropriate place on the map.​

Map-and-key play can be relatively player-driven: if the players are able to learn how to navigate the map, and what the contents of the key are, without actually triggering many (or any) of the latent situations, then they can use that knowledge to choose which situations to trigger. This sort of play tends towards puzzle-solving - because gaining the relevant knowledge without triggering the latent situations requires solving (implicit) puzzles posed by the GM in the design and keying of the map. Gygax describes this sort of play in his PHB, under the heading Successful Adventures. A lot of the rules in the PHB and the DMG (around listening at doors, opening doors, using detection magic, etc) support this sort of puzzle-solving.

Map-and-key play can also be heavily GM-driven: if the players are (i) expected to move their PCs through/across the map, and (ii) don't know what latent situations will be triggered by this movement until those situations are triggered, then the players are not exercising very much influence over the content and context of play. They may not even know what is at stake in a situation that they have triggered until the GM reveals it, or they are able to puzzle it out or discern it while in the process of dealing with the situation they have triggered. A lot of D&D modules and mini-modules from the mid- to late-1980s are like this.

Another important sort of play - what some DMGs call "event-based" scenarios - closely resembles GM-driven map-and-key play in some key respects, in that (a) the players only learn about the situations their PCs might find themselves in by actually having those situations framed by the GM, and (b) the players often have to learn what is stake in those situations by working it out during resolution of the situation or by having the GM reveal it. But this "events-based" play doesn't use the map-and-key as the anchoring/guiding mechanism for establishing latent situations and the deciding when they are triggered. The GM's prep takes a different form (eg timelines of things that will happen to and/or about the PCs).

I think it is reasonably common for the sort of event-based play just described to be called railroading, whereas the similar map-and-key play will often be described as linear (if there is only one path along/through the map) or even as a sandbox (if there are multiple paths). Personally I think it is more fruitful - in analysing how play works, as opposed to talking about whether or not one enjoys it - to look at the methods/techniques used (map-and-key, "event-based", etc) and to look at whether the GM or the players are the principal drivers of what in-play events are experienced and what their meaning/significance/stakes are.

One useful consequence of looking at map-and-key as a technique - a technique for establishing latent situations and determining what is at stake in those situations, and for structuring the progression of scenes/situations in play - is that it helps reduce the tendency to "reify" architecture, geography and movement in discussions of RPGing. If these things are reified, then the question "Why did the GM frame these particular scenes, in this particular order" tends to be answered by saying "Well, the PCs went here, and then here, and then here, and so on - and they encountered the things that were there to be encountered at those places." But that is not a very satisfactory answer - after all, RPGing is about a shared fiction that centres particular characters (the PCs), and it is not inherent to this activity that the fiction be "authored" by tracking the movement of those characters across a map which has been keyed with latent situations.

And so a possibility that is opened up by the focus on techniques is to ask about the "etc" in the phrase methods/techniques used (map-and-key, "event based, etc). What alternatives are there, for establishing and structuring the progression of scenes/situations in play, and the stakes in those scenes/situations? To ask about alternatives is not to denigrate map-and-key, but simply to note that it is not the only method, and not the only alternative to GM-driven "event-based" scenarios.

One such alternative - and I think a clear version of it is set out in Vincent Baker's RPG In A Wicked Age - is to use characters as the basic elements for establishing and structuring the progression of, and the stakes in, scenes/situations. All characters in In A Wicked Age - PC and NPCs - have "best interests", goals they are trying to achieve. And some of these conflict. Those conflicts are where latent scenes/situations are found; GMing the game involves bringing those situations out of mere latency and into the actuality of play, by making decisions about who is where when, and hence in a position to conflict. Those conflicts then make play happen.

By thinking about alternatives to map-and-key, and to GM-driven "event based" play, we can also more easily think about approaches to RPGing that don't priorities the players, via their PCs, overcoming obstacles set by the GM in order to achieve their goal. This sort of play is a fairly natural consequence of map-and-key techniques: in order to achieve their goal, the players have to get their PCs to the right place on the map to trigger the (hitherto) latent situation that will permit their goal to be achieved; and in order to get to that place on the map, the players have to move through other places that have their own (hitherto) latent situations, which serves as obstacles or challenges to be overcome. One could even say that this is the paradigm of the "adventure" as a thing in RPGing.

If a different technique is used to establish and structure the progress of, and the stakes in, scenes/situations, then there is no need to adopt this "overcome challenges to get to the 'finish line'" style of play. There is no "adventure". GM prep takes on a different form - eg the GM of In A Wicked Age doesn't need to prep an adventure, but rather needs to come up with "best interests" for the NPCs that will help propel play.

And there are further possibilities beyond In A Wicked Age-style reliance on characters and best interests. Agon 2e is an example: although each scenario happens in a particular place - an island - there is no use of maps or keys to structure scenes/situations. Rather, it combines (i) NPCs with "best interests" and (ii) events that are apt to come to pass (but that the PCs might hold off), but (iii) with stakes being overt and significantly determined by the players (in the fiction, by interpreting omens that commence each scenario).

Identifying, and trying to improve our understanding, of alternatives to map-and-key can enrich and improve our play. It can also help us better understand what we are doing when we do use map-and-key techniques. And it can also help us adapt and combine techniques in different ways: for instance, using a map to help establish fiction about where the PCs are, and even using a key as one contributor to what scene/situations get framed, but thinking about how other approaches to structuring and progressing scenes/situations can also be incorporated. Torchbearer 2e provides an example of this: it uses map-and-key, but not exclusively - "twists" on failures, and the "compromises" that emerge from its extended conflict resolution method, are also important in structuring and progressing scene/situations.

Map-and-key was foundational for the hobby, but isn't the only technique available to us. There's no need to treat it as a norm or a default.
 

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But this "events-based" play doesn't use the map-and-key as the anchoring/guiding mechanism for establishing latent situations and the deciding when they are triggered. The GM's prep takes a different form (eg timelines of things that will happen to and/or about the PCs).

A timeline is just a map of time, rather than a map of physical space, in which case this reduces to a form of map and key.


Map-and-key was foundational for the hobby, but isn't the only technique available to us. There's no need to treat it as a norm or a default.

With respect, it is the norm - the average, usual, or typical way rpgs have been and are currently played. Norms are a matter of statistics, not design philosophy.

When you write a new game, you don't have to take it as the default for your game. But understanding that this is a deviation from the norm is crucial in the success of your presentation of your game.
 

"... If movement is into an area where the party has not already been and mapped, then immediately roll again to determine if the party will be lost the next day also." - E.G. Gygax

I quote this because in the section on "Becoming Lost" it suggests that while the DM should have a map, the players may not. It depends on whether their PCs have acquired one, or if the PCs have been in the region before, or if the PCs have a guide familiar with the area.

I've never provided a map for the players. If they're exploring territory new to the PCs, it's the players' responsibility to get the information or guidance they need. Usually, they just set out taking their chances. Sometimes a player will map as they go (usually because having a 'Mapper' was a thing back in the day). But, just laying out my map for them to see where everything is? Nope. Exploration is one of the key pillars of ttrpgs and just giving that information to the players pre-journey would rob them of that vital play experience.

The claim of "event-based" adventuring being Railroading - that is, the GM depriving the players of their agency - is specious. The players decide where, when and how they travel. Where's the lost agency? Because they can't determine the 'Why'? I mean - if the players want to decide all aspects of the adventure, what do you need a GM for (and, yeah, there are GM-less ttrpgs that cater to that kind of play experience)?

In A Wicked Age is a storygame where the adventure is decided by drawing cards - markedly different than most ttrpgs. Then characters are created, followed by identifying "best interests" for the characters. So, there's a measure of "prep" shared between the players and the GM. I'm drawing some of this information from an IaWA session report you yourself posted years ago:


I think IaWA offers interesting alternatives to how we play these games, but the system isn't without its flaws - the greatest being task/conflict resolution can only be resolved by an agreement between player(s) and the GM. There are no dice to help that, and the "story" could turn in such a way that the goal (the "best interests") are ignored to pursue a new objective. So, the game targets "best interests" - that can then be completely nullified by emergent gameplay. Seems flawed to me, or at least, no better than the traditional "overcome challenges to get to the 'finish line' style of play."

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Another important sort of play - what some DMGs call "event-based" scenarios - closely resembles GM-driven map-and-key play in some key respects, in that (a) the players only learn about the situations their PCs might find themselves in by actually having those situations framed by the GM, and (b) the players often have to learn what is stake in those situations by working it out during resolution of the situation or by having the GM reveal it. But this "events-based" play doesn't use the map-and-key as the anchoring/guiding mechanism for establishing latent situations and the deciding when they are triggered. The GM's prep takes a different form (eg timelines of things that will happen to and/or about the PCs).
Taking a break here to ask how you feel this differs from, say, Dungeon World. Here the GM frames scenes, and will develop a set of fronts, which resemble a timeline, as well as loose maps.
 

Taking a break here to ask how you feel this differs from, say, Dungeon World. Here the GM frames scenes, and will develop a set of fronts, which resemble a timeline, as well as loose maps.
I know the rules/procedures for AW fronts better than DW fronts. But I think they're fairly similar, so I'll take the risk of talking about them generally. Pull me up if you think this is an error!

The GM is expressly told that a front is not a scene, or series of scenes, to frame PCs into. The AW rulebook says that the purpose of preparing fronts is to give the GM something interesting to say when it is their turn to say something. This is already a departure from GM-drive "event based" scenarios.

The threats in fronts have "best interests" (impulses), addressed to the GM, and these threats are established after the first session and so in response to how the players build and introduce their PCs. This is another departure from GM-driven "event based" scenarios.

These differences are reinforced by the soft/hard move aspect of these games, which constrains the capacity of the GM to say what happens independently of players' action declarations for their PCs. There are also the crucial "information gathering" player-side moves (Read . . ., Discern Realities) which oblige the GM to reveal information about the fiction in quite a different way from the method (of low-stakes "poking" at the fiction) that are used in map-and-key play. The upshot is that what is at stake in a situation/scene is knowable to the players in quite a different way from GM-driven "event-based" play.

I'm interested to learn what you think about the above!
 

Interesting topic Permerton.
As someone who runs a lot of Superhero games, and never includes maps in my prep or scenario design, this is an interesting topic.
Prep and adventures for this is usually a number of possible events, some tied to specific locations, some not, and a few key villains.

I also play a fair amount of GMless story-games, and like me some OSR D&D.

A timeline is just a map of time, rather than a map of physical space, in which case this reduces to a form of map and key.

With respect, it is the norm - the average, usual, or typical way rpgs have been and are currently played. Norms are a matter of statistics, not design philosophy.

When you write a new game, you don't have to take it as the default for your game. But understanding that this is a deviation from the norm is crucial in the success of your presentation of your game.
I'll agree with you Umbran that it is the norm if we include D&D, and the overall metric is the amount of play.
If we excluded D&D and it's many variants -- or things that play "very much like but x" then I don't think this is true. Or looked at another way if we evaluate it based on the bulk of game systems published -- again may be it isn't the norm.

Supers games, investigation games, horror games, scifi (it depends) rarely focus on map-and-key play. Usually this is because there is just more readily available information in those genres.
Very often scenario/adventure design (read GM prep) has far more to do with setting up opponents/factions, possible events, etc.

A playtest I just ran of Supervillains Unleashed simply had me pull out a map of Ottawa (my hometown) and place it before the players. And make a list of the most likely Superheroes to interfere with the Villains.
 

Interesting topic Permerton.
As someone who runs a lot of Superhero games, and never includes maps in my prep or scenario design, this is an interesting topic.
Prep and adventures for this is usually a number of possible events, some tied to specific locations, some not, and a few key villains.

I also play a fair amount of GMless story-games, and like me some OSR D&D.


I'll agree with you Umbran that it is the norm if we include D&D, and the overall metric is the amount of play.
If we excluded D&D and it's many variants -- or things that play "very much like but x" then I don't think this is true. Or looked at another way if we evaluate it based on the bulk of game systems published -- again may be it isn't the norm.

Supers games, investigation games, horror games, scifi (it depends) rarely focus on map-and-key play. Usually this is because there is just more readily available information in those genres.
Very often scenario/adventure design (read GM prep) has far more to do with setting up opponents/factions, possible events, etc.

A playtest I just ran of Supervillains Unleashed simply had me pull out a map of Ottawa (my hometown) and place it before the players. And make a list of the most likely Superheroes to interfere with the Villains.
If you discussing RPGs, and you're excluding D&D, its many variations, and games that play like it, I feel you really need to do so explicitly, and be aware that the discussion is no longer about "RPGs", but rather a fraction of such.

IMO, no discussion excluding D&D et al is a "general RPG" discussion. Such games simply occupy too big a slice of the pie to ignore implicitly.
 

I know the rules/procedures for AW fronts better than DW fronts. But I think they're fairly similar, so I'll take the risk of talking about them generally. Pull me up if you think this is an error!

The GM is expressly told that a front is not a scene, or series of scenes, to frame PCs into. The AW rulebook says that the purpose of preparing fronts is to give the GM something interesting to say when it is their turn to say something. This is already a departure from GM-drive "event based" scenarios.

The threats in fronts have "best interests" (impulses), addressed to the GM, and these threats are established after the first session and so in response to how the players build and introduce their PCs. This is another departure from GM-driven "event based" scenarios.

These differences are reinforced by the soft/hard move aspect of these games, which constrains the capacity of the GM to say what happens independently of players' action declarations for their PCs. There are also the crucial "information gathering" player-side moves (Read . . ., Discern Realities) which oblige the GM to reveal information about the fiction in quite a different way from the method (of low-stakes "poking" at the fiction) that are used in map-and-key play. The upshot is that what is at stake in a situation/scene is knowable to the players in quite a different way from GM-driven "event-based" play.

I'm interested to learn what you think about the above!
Yeah, I believe they are pretty much identical modulus a detail or two perhaps, though I am much more familiar with AW2e, which uses threat maps instead.

Anyway, I agree, fronts have a different character from timelines in general at least partly due to context. Since they are built in response to the PCs and player's declared interests, they respond to player concerns. Plus the players are likely to define much of the overall fictional environment, at both a local and world scale via answering questions. There is SOME similarity, the fronts will likely establish a probable sequence of happenings. That is, DW fronts have dangers which produce 'dooms', events that likely impact the players in a fairly linear order. However, a campaign will likely have at least 3 fronts that operate independently at any given time. Actually, I'm going to go work on some preliminary ideas for a few for my Strathmore City DW game now. I won't dig far into them, but maybe I'll detail one adventure front enough to drive the action next session a bit. We got in some pretty good setup in Session 1!
 

One alternative to Map and Key that may fall under Event Based (maybe?) is the reliance on Clocks/Countdowns of a goal with GM fronted but player "method to tackle" obstacles that games like 4e Skill Challenges, some ways to play FITD games, and Daggerheart all posit as alternatives.

The latter in particular tends to rely on the GM framing a scene that ties towards an overarching goal the players have in mind (stop the villain, find a macguffin, etc), but then suggests that you be explicit about how much the players need to do to "close out the scene" via a countdown, where the players can know that they progress on Successes, and may incur further complications on Failures.

Daggerheart isn't as open about the idea of "clarifying moves" a la PBTA to have the players actively discern/make concrete opportunities, but the Environments within that game make allusions to that sort of information gathering with a set of questions that gives the players active levers they can pursue to move the Countdown forward.
 

One alternative to Map and Key that may fall under Event Based (maybe?) is the reliance on Clocks/Countdowns of a goal with GM fronted but player "method to tackle" obstacles that games like 4e Skill Challenges, some ways to play FITD games, and Daggerheart all posit as alternatives.
The version of this I'm most familiar with is the 4e skill challenge.

Just thinking it through, the challenge consists of:

*A threat to be overcome, or an overall goal - in my experience, in a complex challenge (eg 10 or 12 successes required), this can itself evolve as the challenge unfolds;

*A set of elements, probably introduced by and definitely managed by the GM, that oppose the PCs' efforts;

*The use of the skill systems to (i) frame local scenes/events within the larger context of the challenge, and (ii) work out what happens to them (based on success or failure of a skill check).​

I think it is the first two dot points that establish some structure for the scenes/situations, and that suggest the "latent" scenes/situations; and then the third dot point is how the actual progression of the scenes/situations, and the move from latent to actual, is handled.

Does that seem right to you?
 

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