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How do you handle mapping?
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<blockquote data-quote="Zappo" data-source="post: 720272" data-attributes="member: 633"><p>First of all, it's been years since I've last sent my players into a dungeon that can be called large or complex. Most of my dungeons look like the D&D: The Movie dungeons (hey, the similarities stop there, though, ok?).</p><p></p><p>In any case, I draw a crude map for the players on the side of the whiteboard that doesn't have squares, and use the squared part for battles.</p><p></p><p>While having the players draw the map is somewhat more realistic and might cause the Find Direction skill to actually have a use, I agree with Furtive Noise in that it's a real chore.</p></blockquote><p></p>
[QUOTE="Zappo, post: 720272, member: 633"] First of all, it's been years since I've last sent my players into a dungeon that can be called large or complex. Most of my dungeons look like the D&D: The Movie dungeons (hey, the similarities stop there, though, ok?). In any case, I draw a crude map for the players on the side of the whiteboard that doesn't have squares, and use the squared part for battles. While having the players draw the map is somewhat more realistic and might cause the Find Direction skill to actually have a use, I agree with Furtive Noise in that it's a real chore. [/QUOTE]
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How do you handle mapping?
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