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Battlemap Vs. Theater of the Mind
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<blockquote data-quote="iserith" data-source="post: 6600708" data-attributes="member: 97077"><p>Another way to look at it is that it's a tool that helps everyone at the table envisage the same thing. It can be confusing when two or more people have a different idea of what's going on. Page-setting and clarification takes time away from moving the action of the game forward.</p><p></p><p></p><p></p><p>I'm not sure I see any causation here. I started D&D about the same time you did when I was in my teens. I have a similar background, but I prefer to use maps and visual aids. They <em>reinforce</em>, rather than <em>replace</em> the words I use to frame the scene. As you say, they help convey information effectively. I'll give you an example from one of my upcoming games.</p><p></p><p><strong>Description:</strong></p><p><em>The floor is cracked granite, upon which sprawl four rotting, partially-consumed corpses, all apparently slain in combat. The air is thick with flies and stench. One stands with its back against the western wall, the killing spear still skewering it and holding it upright. Three wooden doors lead off from this the area. Above, a hollow tower of loose masonry reaches 30 feet, but the intervening floors and stairs are gone, except for a couple of crumbled ledges. Water seeps in along the southern wall. What do you do?</em></p><p></p><p><strong>Map:</strong></p><p>[sblock]</p><p>[ATTACH]68041[/ATTACH]</p><p>[/sblock]</p><p></p><p>(With apologies for the fog of war being a little jagged. I did a rush job on that just to a do a screenshot for this post.)</p><p></p><p>With the description (which is about double the length of what I'd normally describe) and this image, I will never have to repeat anything I said. Most questions are answered just by looking at the picture and the basic scope of options is clear. Recall improves as the map reinforces the description. After hearing the description and seeing the image, the players can act with full agency to explore the scene or move on without the need to engage in <em>20 Questions</em>. They can use a tool to measure distances or I can turn the grid on at their request. The downside? I have to prepare this ahead of time. But I like doing it so it's no big deal - it's part of my "lonely fun" as DM.</p><p></p><p>I'll give XP to anyone who knows what adventure this scene is from.</p></blockquote><p></p>
[QUOTE="iserith, post: 6600708, member: 97077"] Another way to look at it is that it's a tool that helps everyone at the table envisage the same thing. It can be confusing when two or more people have a different idea of what's going on. Page-setting and clarification takes time away from moving the action of the game forward. I'm not sure I see any causation here. I started D&D about the same time you did when I was in my teens. I have a similar background, but I prefer to use maps and visual aids. They [I]reinforce[/I], rather than [I]replace[/I] the words I use to frame the scene. As you say, they help convey information effectively. I'll give you an example from one of my upcoming games. [B]Description:[/B] [I]The floor is cracked granite, upon which sprawl four rotting, partially-consumed corpses, all apparently slain in combat. The air is thick with flies and stench. One stands with its back against the western wall, the killing spear still skewering it and holding it upright. Three wooden doors lead off from this the area. Above, a hollow tower of loose masonry reaches 30 feet, but the intervening floors and stairs are gone, except for a couple of crumbled ledges. Water seeps in along the southern wall. What do you do?[/I] [B]Map:[/B] [sblock] [ATTACH=CONFIG]68041._xfImport[/ATTACH] [/sblock] (With apologies for the fog of war being a little jagged. I did a rush job on that just to a do a screenshot for this post.) With the description (which is about double the length of what I'd normally describe) and this image, I will never have to repeat anything I said. Most questions are answered just by looking at the picture and the basic scope of options is clear. Recall improves as the map reinforces the description. After hearing the description and seeing the image, the players can act with full agency to explore the scene or move on without the need to engage in [I]20 Questions[/I]. They can use a tool to measure distances or I can turn the grid on at their request. The downside? I have to prepare this ahead of time. But I like doing it so it's no big deal - it's part of my "lonely fun" as DM. I'll give XP to anyone who knows what adventure this scene is from. [/QUOTE]
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