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<blockquote data-quote="Wik" data-source="post: 4562571" data-attributes="member: 40177"><p>Yeah, when drawing your main town map, it's probably a good bet to just say "hey, there's some buildings over here, and some more over here", define the major roads, and mark down where buildings are in relation to one another. Leave yourself as much wiggle room as possible.</p><p></p><p>You don't need to map out inns and taverns if the PCs aren't going to fight there... and if they surprise you by having a bar fight (they always do), just draw up a map on the fly that "feels right", and you'll be fine. </p><p></p><p>As for your dungeons, a few rules I keep in mind when drawing up dungeons (I learned these rules rather recently):</p><p></p><p>1) Hallways should be ten feet wide, and the same goes for doorways. </p><p>2) Any room that you expect to be the centre of attention should have multiple entranceways, so if the PCs block off one door, it doesn't turn into a "monsters in the hallway, PCs in the room" standoff (or vice versa). </p><p>3) Every room should have at least one interesting feature in it. This doesn't mean ten foot wide pits or magical statues, though - an "interesting feature" could just be a set of bunkbeds against one wall, or a bathtub set into the floor. Difficult terrain is always fun in a fight.</p></blockquote><p></p>
[QUOTE="Wik, post: 4562571, member: 40177"] Yeah, when drawing your main town map, it's probably a good bet to just say "hey, there's some buildings over here, and some more over here", define the major roads, and mark down where buildings are in relation to one another. Leave yourself as much wiggle room as possible. You don't need to map out inns and taverns if the PCs aren't going to fight there... and if they surprise you by having a bar fight (they always do), just draw up a map on the fly that "feels right", and you'll be fine. As for your dungeons, a few rules I keep in mind when drawing up dungeons (I learned these rules rather recently): 1) Hallways should be ten feet wide, and the same goes for doorways. 2) Any room that you expect to be the centre of attention should have multiple entranceways, so if the PCs block off one door, it doesn't turn into a "monsters in the hallway, PCs in the room" standoff (or vice versa). 3) Every room should have at least one interesting feature in it. This doesn't mean ten foot wide pits or magical statues, though - an "interesting feature" could just be a set of bunkbeds against one wall, or a bathtub set into the floor. Difficult terrain is always fun in a fight. [/QUOTE]
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