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How do you like to handle dungeon mapping?
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<blockquote data-quote="pming" data-source="post: 7438765" data-attributes="member: 45197"><p>Hiya!</p><p></p><p></p><p></p><p>Yeah, as I said... you people are weird! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>When I describe for mapping, it's just that; for mapping. After that, then I get into the ooey-gooey details we all love! <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><p></p><p>When players don't map, or have no time to map (being chased by a monster, for example), or they loose the map I allow PC's to make Int saves to remember which way they came and what is where (a Thief can add his Proficiency bonus as well; thieves are good at observing their surroundings more than others in my games). </p><p></p><p></p><p></p><p>As I said...mapping first, then the describing. Hand in hand they help players pick out little things they might have not noticed if I just handed them a map. At least in my experience. Besides, having a hand-drawn map of the Caves of Chaos, with notations, scribbles, doodles, drink and food stains, and all the creases, folds and small tear's, at least to me, is VERY cool! Looking back on a PC you played some 30 years ago and finding the map...as you look at it you instantly remember everything that happened. "<em>This is where Norg the cleric of Odin supposedly died holding off the zombies...and over here was that room we almost had a TPK from that fire trap in the statue! I have no idea what 'stone thing; Norg knows something; eyeball him' means though...</em>" <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Maps are awesome. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>^_^</p><p></p><p>Paul L. Ming</p></blockquote><p></p>
[QUOTE="pming, post: 7438765, member: 45197"] Hiya! Yeah, as I said... you people are weird! ;) When I describe for mapping, it's just that; for mapping. After that, then I get into the ooey-gooey details we all love! :) When players don't map, or have no time to map (being chased by a monster, for example), or they loose the map I allow PC's to make Int saves to remember which way they came and what is where (a Thief can add his Proficiency bonus as well; thieves are good at observing their surroundings more than others in my games). As I said...mapping first, then the describing. Hand in hand they help players pick out little things they might have not noticed if I just handed them a map. At least in my experience. Besides, having a hand-drawn map of the Caves of Chaos, with notations, scribbles, doodles, drink and food stains, and all the creases, folds and small tear's, at least to me, is VERY cool! Looking back on a PC you played some 30 years ago and finding the map...as you look at it you instantly remember everything that happened. "[I]This is where Norg the cleric of Odin supposedly died holding off the zombies...and over here was that room we almost had a TPK from that fire trap in the statue! I have no idea what 'stone thing; Norg knows something; eyeball him' means though...[/I]" ;) Maps are awesome. :D ^_^ Paul L. Ming [/QUOTE]
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