I think we have differing assumptions here. I have no problem with a clear objective or constrained environment, so long as everyone is on the same page and can exercise agency within those bounds. Dungeon crawls are a prime example of this.The idea that a pre-written adventure involves following a script implies you have never played one. Not even Dragonlance does that!
And if the players prefer to have a clear objective, so they can feel like heroes, rather than money-grubbing mercenaries, who are you to tell them they are wrong?
Some do that, some don’t. And there is nothing wrong with it. If the players want clear direction give them clear direction. If they want to save the world from a moustache twirling villain then have a moustache twirling villain try and destroy the world. If the players don’t want to make a map don’t make them make a map. If your players aren’t interested in pretend gold don’t make it the only reward on offer. You, as DM, will have a lot more fun if your players are enjoying doing what they want to do than if you try to make them do what you think they should be doing.IME, though, a lot of adventures are written in the style of 'x happens, then y happens. If the PCs don't go to the location for y, have z appear and prompt them to go there.' Sometimes it's a bit more subtle than that, but railroading is very much a thing
A piece of non-stretchy string or rope accurately marked in 5' increments is all you need for the basics of on-site mapping. In older editions, movement while exploring a dungeon was assumed to be very slow; the time taken to map is part of why.This I figured out long ago: players do not need to map the dungeon. This is actually a hint in the original version of Hidden Shrine of Tamoachan. It's not realistic that the characters could produce an accurate map anyway, unless they are dragging surveyors tools around with them, have the appropriate proficiency, and lots of time.
That education ain't what it once was isn't the game's fault.And talking of proficiency, not everyone can learn to draw on a grid. I mentioned the other day that the age when D&D players where all maths geeks has passed.
I draw them as 10' passages on the board but I try to remember to mention now and then that they're often more like 8' wide, to account for the thickness of the walls.And then there is the realism issue. Isn't it weird that your dungeon is exactly aligned to a 5 foot grid? How thick is the wall between the two rooms you have drawn?
The problem I always have with pre-drawn battlemaps is that they inevitably show the players things and-or areas the PCs haven't seen yet.The only thing that needs to be drawn are the battlemaps, and then only if you are not using theatre of the mind. And really, it needs to be the DM who preps them, ideally in advance, so the can mark on all the exploding barrels and other interesting terrain features.
Yes. If nothing else, having a decent map sometimes points out areas that are suspiciously un-mapped and thus might have a secret or hidden way in.What purpose does forcing the players to draw the map serve? Does it ever actually matter in the game?
The bolded assumes there's no secret or hidden areas that the PCs may or may not ever find. Boring.I would stop having the players draw the maps. I see no upside to doing it this way and a whole lot of downsides. If nothing else, draw the map yourself and reveal it as the PCs move through it. And/or give them a copy of the map after they've cleared the level, if they need the map for some reason.
I've been gaming for over 30 years now and still struggle with how to run dungeon crawls, especially mega-dungeons, in the most fun way possible. Specifically, navigating the labyrinth, resource management, and encounter balance (since consequences of death in RPGs is so high).
Video Games knock this out of the park thanks to being able to visually move around the maze with "fog of war" and tracking inventory with fancy User Interfaces. Both of these are designed so "fun", they're practically games in themselves. Oh, and PC death is never an issue, since you can just revert to an older save and try again. This gives the designers a lot more wiggle room in balancing encounters.
How am I suppose to compete!?
Closest I've come to "perfect" with navigation is:
With resource management:
- Complete dungeon drawn out ahead of time that's slowly revealed as the party explorers.
- I've used 5ft squares with individual PC minis, but that takes up a lot of space. I've found 10ft squares with one "party" miniature easier to manage.
- Printing the dungeon out on standard sized paper and cutting out all the individual rooms. When the players explorer, I just hand them the room they just walked in and let them use glue sticks to "map" it.
With PC death:
- Just ignoring it unless obvious encumbrance issues arise.
- Periodic dice rolls to "test" resource depletion.
- A mixture of Shadowdark's approach of losing a torch every hour of real-time and losing food whenever a rest is taken.
Curious to hear what others have done!
- Roll up a new character at (or close to) party's level.
- Take control of a befriended NPC (Baulder's Gate like).
- New PC at Level 1, but hey, at least the party can share some better gear to give them a chance to survive long enough to "catch up".
I had no problems learning to draw on a grid when I first started playing but as an adult I couldn't do it very well if I needed to. I have essential tremors so my writing is often a mess, I can't paint miniatures very well anymore and mapping a dungeon, even on a grid, would be a pain in the butt. Mine isn't too bad but some days are worse than others and I have known other people with tremors who could barely write or draw a straight line. It's no big deal but sometimes things people take for granted aren't easy for others.I mean, can't learn to draw on a grid? Really?
Only if the structure is exactly aligned to a right-angled grid without changes in elevation. Which is frankly ridiculous. You really think that would work in a natural cave network?!!!A piece of non-stretchy string or rope accurately marked in 5' increments is all you need for the basics of on-site mapping. In older editions, movement while exploring a dungeon was assumed to be very slow; the time taken to map is part of why.
Maths education is better than it ever was, but, as someone who has taught both top set and bottom set, the range of ability is enormous.That education ain't what it once was isn't the game's fault.
I mean, can't learn to draw on a grid? Really?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.