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Is mapping a lost art with adventurers?
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<blockquote data-quote="grodog" data-source="post: 2895259" data-attributes="member: 1613"><p>The consenus seems to be that it's lost, and that it was definitely an unappreciated art <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>Some of that lostness may be more pronounced in 3.x, for a variety of reasons: dungeons are definitely smaller, and PCs also have skill options that can---in game---manage mapping for you as a player (navigation, dungeoneering, etc.). Therefore, you can finesse mapping via skill checks, just like with you can avoid roleplaying a meeting with a king via a Diplomacy check if that's easier/more the style of play you want. 3.x builds that flexibility in, which didn't exist in previous editions, and that's consistent with 3.x's challenge paradigm---challenge the PCs moreso than the players. </p><p></p><p>I like to get PCs lost when I DM and to avoid getting lost when playing, so mapping is something I value (and most of the groups I've played in value as well). When DMing, if PCs don't map and/or are terrible at it, then they're more likely to get lost which heightens the game's tension, which is a good thing. As a player, I simply can't imagine not mapping: the map becomes the session log, the notes about traps/treasures/hazards/what to do next/etc., etc. For larger dungeons, I even take the session maps and then do a 2nd pass on them so that we have a more clean, master map (I generally only do this for larger dungeons: stuff that I map on 11x17 graph paper with 10 squares to the inch).</p></blockquote><p></p>
[QUOTE="grodog, post: 2895259, member: 1613"] The consenus seems to be that it's lost, and that it was definitely an unappreciated art :D Some of that lostness may be more pronounced in 3.x, for a variety of reasons: dungeons are definitely smaller, and PCs also have skill options that can---in game---manage mapping for you as a player (navigation, dungeoneering, etc.). Therefore, you can finesse mapping via skill checks, just like with you can avoid roleplaying a meeting with a king via a Diplomacy check if that's easier/more the style of play you want. 3.x builds that flexibility in, which didn't exist in previous editions, and that's consistent with 3.x's challenge paradigm---challenge the PCs moreso than the players. I like to get PCs lost when I DM and to avoid getting lost when playing, so mapping is something I value (and most of the groups I've played in value as well). When DMing, if PCs don't map and/or are terrible at it, then they're more likely to get lost which heightens the game's tension, which is a good thing. As a player, I simply can't imagine not mapping: the map becomes the session log, the notes about traps/treasures/hazards/what to do next/etc., etc. For larger dungeons, I even take the session maps and then do a 2nd pass on them so that we have a more clean, master map (I generally only do this for larger dungeons: stuff that I map on 11x17 graph paper with 10 squares to the inch). [/QUOTE]
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