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have you ever played without maps?
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<blockquote data-quote="pawsplay" data-source="post: 5585957" data-attributes="member: 15538"><p>Two questions, then. First, how do your players know when there is a reasonable opportunity to flank? Second, if you create a "map" in your head, doesn't it make sense to sometimes use a visual representation, however crude, in order to save mental processing capacity for something else?</p><p></p><p></p><p></p><p>What about when it's not apparent?</p><p></p><p></p><p></p><p>I've done plenty of mapless gaming, but after all the times I've ended up positioning dice on the table, i've really fall into the mode more of using a map of some kind, then fudging the distances if the map itself proves inadequate.</p><p></p><p></p><p></p><p>Not even worth worrying about, really. To me, accuracy is a secondary concern; my concern would be, how does this situation become real to the players?</p><p></p><p></p><p></p><p>I both agree and disagree. I, too, use maps as little as I can get way with. It's just that I view maps as time savers; every second spend describing a scene or thinking about where things are is a few joules of mental energy that could go into being fully engaged with the players mentally and emotionally. </p><p></p><p></p><p></p><p>I start rough, and fill in details as necessary.</p><p></p><p></p><p></p><p>I think, when I play something like D&D, I expect the rules to be used, and hence whether I or anyone is a "tactical gamer," I worry the lack of a map really means a lack of options supported by the game. I probably would not use a map, however, with something like classic BESM, Fate, or D6, except a representational one, perhaps, to show cover and proximinity. I love maps in superhero or fantasy games... but standard mapping goes out the window instantly when people start moving or flying at high speeds. </p><p></p><p>That's one thing I really like about GURPS; because the rounds are 1 second long, characters don't go too far, most of the time. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="pawsplay, post: 5585957, member: 15538"] Two questions, then. First, how do your players know when there is a reasonable opportunity to flank? Second, if you create a "map" in your head, doesn't it make sense to sometimes use a visual representation, however crude, in order to save mental processing capacity for something else? What about when it's not apparent? I've done plenty of mapless gaming, but after all the times I've ended up positioning dice on the table, i've really fall into the mode more of using a map of some kind, then fudging the distances if the map itself proves inadequate. Not even worth worrying about, really. To me, accuracy is a secondary concern; my concern would be, how does this situation become real to the players? I both agree and disagree. I, too, use maps as little as I can get way with. It's just that I view maps as time savers; every second spend describing a scene or thinking about where things are is a few joules of mental energy that could go into being fully engaged with the players mentally and emotionally. I start rough, and fill in details as necessary. I think, when I play something like D&D, I expect the rules to be used, and hence whether I or anyone is a "tactical gamer," I worry the lack of a map really means a lack of options supported by the game. I probably would not use a map, however, with something like classic BESM, Fate, or D6, except a representational one, perhaps, to show cover and proximinity. I love maps in superhero or fantasy games... but standard mapping goes out the window instantly when people start moving or flying at high speeds. That's one thing I really like about GURPS; because the rounds are 1 second long, characters don't go too far, most of the time. :) [/QUOTE]
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