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Map-and-key RPGing contrasted with alternatives
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<blockquote data-quote="billd91" data-source="post: 8936947" data-attributes="member: 3400"><p>That's an interesting comparison. In a way, there is a relationship between the Keyed Map dungeon crawl and the "skilled play" (aka sniff and listen/pixel audit) methods. Both involve a predefined setting or determination of what is there and it's up to the players to navigate that predefined location whether it's a dungeon or a trapped door or a searchable room. That's pretty much D&D and dungeon crawling at the beginning.</p><p></p><p>The development of task rolls or tests to accomplish these things, whether searching for traps, looting rooms, or even navigating mazes or racing the enemy to the wizard's tower came later, in various stages, to streamline play or model the PCs rather than the players' skills or ability to negotiate with the DM or, in more recent games, provide an avenue for players to narrate the outcome rather than rely on a DM-accessed key.</p><p></p><p>And, obviously, we still see tension between gamers who prefer one over the other. I wouldn't at all be surprised if some of the more adamant adherents of one type (keyed map over more abstract tests) tend to be the more adamant adherents of the other (skilled play over more abstract tests).</p></blockquote><p></p>
[QUOTE="billd91, post: 8936947, member: 3400"] That's an interesting comparison. In a way, there is a relationship between the Keyed Map dungeon crawl and the "skilled play" (aka sniff and listen/pixel audit) methods. Both involve a predefined setting or determination of what is there and it's up to the players to navigate that predefined location whether it's a dungeon or a trapped door or a searchable room. That's pretty much D&D and dungeon crawling at the beginning. The development of task rolls or tests to accomplish these things, whether searching for traps, looting rooms, or even navigating mazes or racing the enemy to the wizard's tower came later, in various stages, to streamline play or model the PCs rather than the players' skills or ability to negotiate with the DM or, in more recent games, provide an avenue for players to narrate the outcome rather than rely on a DM-accessed key. And, obviously, we still see tension between gamers who prefer one over the other. I wouldn't at all be surprised if some of the more adamant adherents of one type (keyed map over more abstract tests) tend to be the more adamant adherents of the other (skilled play over more abstract tests). [/QUOTE]
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