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<blockquote data-quote="Noumenon" data-source="post: 5165582" data-attributes="member: 70102"><p>I ended up ripping the maps off the pad, rolling them up and putting them in a $3.50 shipping tube from the post office. (I wish Amazon had just sent my gaming paper in a tube -- they sent two 12x24 boxes taped together, full of peanuts, and the roll still bent a little, which caused a row of crinkly divots all the way down its length.)</p><p></p><p>Either way, I dearly love predrawing my maps on paper instead of a battlemat. Look how much detail <a href="http://www.youtube.com/watch?v=buwlEQ6KGHo#t=2m20s" target="_blank">Chris Perkins puts on a battlemat</a> -- why not do that in a form where a) you can reuse it later, and b) if your party decides to zig instead of zag, you don't have to erase it or set it aside for a week while the markers stain? And when you run modules with great, nonlinear maps like Goodman Games' DCC line, having the whole thing drawn out makes for zero load times, no telegraphing where an encounter will happen, and zero arbitrariness over who's in the trap radius.</p></blockquote><p></p>
[QUOTE="Noumenon, post: 5165582, member: 70102"] I ended up ripping the maps off the pad, rolling them up and putting them in a $3.50 shipping tube from the post office. (I wish Amazon had just sent my gaming paper in a tube -- they sent two 12x24 boxes taped together, full of peanuts, and the roll still bent a little, which caused a row of crinkly divots all the way down its length.) Either way, I dearly love predrawing my maps on paper instead of a battlemat. Look how much detail [URL="http://www.youtube.com/watch?v=buwlEQ6KGHo#t=2m20s"]Chris Perkins puts on a battlemat[/URL] -- why not do that in a form where a) you can reuse it later, and b) if your party decides to zig instead of zag, you don't have to erase it or set it aside for a week while the markers stain? And when you run modules with great, nonlinear maps like Goodman Games' DCC line, having the whole thing drawn out makes for zero load times, no telegraphing where an encounter will happen, and zero arbitrariness over who's in the trap radius. [/QUOTE]
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