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Handling maps in your game
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<blockquote data-quote="Kichwas" data-source="post: 1638896" data-attributes="member: 891"><p>Grids just make it easier to do movement quickly.</p><p></p><p>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...</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Northeast and long works fine enough.</p><p></p><p>"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.</p><p></p><p>(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.)</p><p></p><p>Overland, you can give a regional map, and if you want to geek out you can buy Fractal Mapper (<a href="http://nbos.com/products/mapper/catalogimages/FM7-sample-nazrain.jpg" target="_blank">see this image for why</a>).</p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Kichwas, post: 1638896, member: 891"] Grids just make it easier to do movement quickly. 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 ([url=http://nbos.com/products/mapper/catalogimages/FM7-sample-nazrain.jpg]see this image for why[/url]). 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. [/QUOTE]
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