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Mapping During the Game
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<blockquote data-quote="Lanefan" data-source="post: 6282760" data-attributes="member: 29398"><p>If the players (i.e. characters) don't make a map that's their problem - once they've gone around a few corners and through a few intersections I don't at all assume they'll automatically remember the way out, unless they map it.</p><p></p><p>Also, if they map it gives them a much better chance of noticing situations where physics doesn't work quite right (teleporters, rooms in the same place as other rooms already mapped, etc.).</p><p></p><p>We use a chalkboard and minis, for simple stuff I describe the room/corridor/etc. and they draw it out, for complex stuff I just draw it. But if it gets erased and they didn't map it they're on their own.Interesting. I once saw an article on dungeon design that said almost the opposite - that for every occupied room there should be one or two empty ones - and I don't mind this at all, in-game it's more realistic and from the metagame side it gets away from the players expecting an encounter in every room.</p><p></p><p>And by "empty room" I mean a room or cavern that is unpopulated and contains nothing of value or interest or danger.</p><p></p><p>Also, as someone very astutely pointed out above, the room that is (or appears to be) empty the first time you see it may very well not be empty the next time...</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 6282760, member: 29398"] If the players (i.e. characters) don't make a map that's their problem - once they've gone around a few corners and through a few intersections I don't at all assume they'll automatically remember the way out, unless they map it. Also, if they map it gives them a much better chance of noticing situations where physics doesn't work quite right (teleporters, rooms in the same place as other rooms already mapped, etc.). We use a chalkboard and minis, for simple stuff I describe the room/corridor/etc. and they draw it out, for complex stuff I just draw it. But if it gets erased and they didn't map it they're on their own.Interesting. I once saw an article on dungeon design that said almost the opposite - that for every occupied room there should be one or two empty ones - and I don't mind this at all, in-game it's more realistic and from the metagame side it gets away from the players expecting an encounter in every room. And by "empty room" I mean a room or cavern that is unpopulated and contains nothing of value or interest or danger. Also, as someone very astutely pointed out above, the room that is (or appears to be) empty the first time you see it may very well not be empty the next time... Lanefan [/QUOTE]
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Mapping During the Game
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