Kichwas
Half-breed
Grids just make it easier to do movement quickly.Jeremy757 said:Ive never understood everyones dependency on grids. You don't need them. Get a ruler and the game will work just fine with out them.
I tried gridless once, and the player all took minutes to move, and nobody ever grabbed all the rulers I had lying around. One play would just grab his figure, drop it down anywhere and say "I go here". Every turn I had to point out that he still had a limit to how far he could go...
That was a few years ago and nearly all different players, but I have a grid and it works well enough and I don't need to hassle.
For mapping in general, vagueness works just fine. I have no need to know that it is exactly 321 feet, 9 and a half feet wide, 7 and 8 inches tall, and 32.3 degrees off of north with a downslope of 4.2 degrees along the corridor.
Northeast and long works fine enough.
"You walk for a while, then come to an intersection." With assorted description of what's important for the game - creatures, any odd runes, maybe the smell or moss or whatever it is the players seem focused on at that moment.
(In a real underground complex, the smell might be the most important feature - unless the gas is oderless... but in fantasy it probably only sets the mood.)
Overland, you can give a regional map, and if you want to geek out you can buy Fractal Mapper (see this image for why).
In cities, I like the method in Cityworks - map it out by blocks, listing the purpose of each square - merchant, working, middle, upper, docks, military, government, slums, and so on... You don't need exact streets unless you deal with a block that the PCs keep returning to over and over again.
Just give a mood description to an area - a city is best described by it's flavor - architecture and people - and not it's layout.