Is precision in player dungeon mapping even necessary anymore?

As a DM, I rarely if ever have my players do a map. The characters, maybe, but not the players. If something special called for it as part of a unique scenario or something focusing on the players needing to map (a maze, for example - which is rare in my games), I'd do it just for the novelty value. But as a general course of action, I don't like requiring players to map.

As a player I was recently in a game where we had to map. I was the mapper, and I don't do the graph paper thing. I do line diagrams that are somewhat roughly to scale, and thats putting it pretty nicely. My map doesn't look anything like the DM's map, but it works, and its fairly quick to map that way.
 

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Too much time, not enough fun added. I make maps for the players when it's necessary ... thus I can add exactly the ambiguities that I want. ;)

Cheers, -- N
 

Emirikol said:
Back in the old days, primitive dungeon design seemed to cram as many rooms as possible on an 8X10 sheet of paper. Thankfully, most scenarios have evolved past that point (not that those other scenarios weren't fun..but let's be real :)

Another thing is mazes...don't you just DETEST mazes in scenarios?

jh

Actually, no, let's not be "real" when we're talking about "dungeons". ;)

One problem I have with "dungeon design" these days is that they all seem to be very linear. That's not as much fun as the old school dungeons, where there were several ways to get most anywhere (except for the hidden areas) and the layout was rather convoluted.

The main function of mapping is so that you can get the party out of the dungeon successfully. If you know in advance that the dungeon will be linear and won't employ a bunch of misdirection mechanisms (rotating sections, teleporters, etc.) then mapping isn't necessary. Even a shifting wall or two is no big deal if the dungeon is basically just a straight line, with maybe one or two branches (like, did anybody need to map The Sunless Citadel?). But in a good old-fashioned "underworld", mapping is pretty important.
 

Necessary? No, I don't think so. Desirable? Could be, depending on the dungeon and the players (i.e. do they enjoy having a precise and accurate map).

I handle mapping one of several ways. First, I ask the players "Do you want to map this place as you go?" If they say no, then that's fine, and we go from there. If they say yes, then I ask, "How are you mapping? That is, do you want me to assume that you're pacing off measurements, taking the time to draft a reasonably accurate map, et cetera? Or are you just making a "flowchart-style" map with lines and squares that will give you a rough layout and help you finding your way around?" Other questions/assumptions will follow:

- Who is mapping?
- Light?
- Breaks for updating the map?
- Et cetera.

If they players want a precise map, I assist them in drafting their copy, but I assume extra time being spent (i.e. more wandering monster checks). If the players want a quick "flowchart" map, I don't penalize them with extra time taken, but I still assume they need some light, free hands for mapping, et cetera. Also, maps are subject to being ruined if they are fireballed/immersed/et cetera.
 

How I have rolled...

80s = 1/4" graph paper aplenty
90s = 1/8" graph paper aplenty (leftover from college)
Early 00s = Vinyl battlemat and eraseable pens
Late 00s = Projector in the ceiling and a white erase board as a tabletop.

I can't wait to win the lotter to purchase one of those Microsoft smart desktops!

DS
 

I just make up the battlemaps ahead of time on 2'x3' paper with a 1" grid. I use various Crayola markers to spruce it up a bit. As a result of this practise, I stay away from maze-based adventures, and don't really find the game wanting for them.

The one adjustment I've learned to do is to put secret doors in the outside walls rather than leaving obvious holes in the architecture that the players can see. :)
 

If you check oD&D, you find that accurate mapping was something the DM should be working against - making odd caves, slanting passages, and the like. It only really entered the game with the official AD&D adventures with all the walls nicely lined up to 10' squares.

Cheers!
 

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