D&D General Mapping: How Do You Do It?


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I draw a map for the players at a 1-inch = 5-feet scale on beige cardstock with sharpies and wedge-tipped black markers. I then meticulously cut out each of the rooms, and then during the game i and lay them down on the table as we explore them. This creates a fog of war effect as I pick up old, previously explored rooms when the dungeon sprawls across the table.
I do very similar, except I use multiple chessex wet erase battle mats or my DIY dungeon tiles. I encourage the players to map as a way to figure out where to go or areas that need exploration or revisiting and other planning.
 

Hope this thread doesn’t devolve into an argument about what the true meaning of being lost is…

Anyway, I’ve always hated mapping both as a player and a DM. It always kills the pacing and tension of a session when I have to keep checking and correcting the players or myself with the shape of a room that has zero bearing on the overall experience.

This is a timely thread as I’m running a biggish dungeon over the next few sessions. Normally for something I’d run in a single session I’d forgo the mapping and only drawing out encounter areas if needed. But with a dungeon that will need to be properly explored, I’ve been asking myself how to deal with mapping.

My group plays once a month for 3-4 hours, so I’m loathe to do anything that’ll slow down play. But I’d like to also make the exploration of the place have some depth and tension.

Not sure what I’m gonna do.
 

I will sketch out the map on a plain (non grid) piece of paper (or a large whiteboard) as the characters move through the dungeon.
Since it is by hand without grid, it ends up being a rough estimate of relationships between rooms and hallways.

Simple and quick just enough to get the point across
 

I think handwaving PCs being able to navigate back misses the point of dungeon exploration. If you are going to do that, dispense with fog of war entirely.
 

I’m running an in-person megadungeon at the moment, and this topic is one that I wrestled with at the start. I feel like the part of the fun of a dungeon crawl should be creating a map, but in practice, actually describing the rooms has been a hassle. Even a rectangular room slows the game to a crawl, and I can’t describe irregularly shaped rooms at all without sketching them out.

So this time I made player maps with dungeonscrawl(.net?) and printed them out on cardstock at five squares per inch (1 square = 5 feet). I cut them out along the walls, then at game time, I slice rooms off according to how they explore the dungeon. They glue them into a manilla folder using a glue stick. (I do give them a hint about where to place the first room.)

The in-game fiction is that they’re mapping as they go, and they have to take 10 minutes to search (Investigation check) and map (no check) a room. In practice, I just hand out the map pieces, but they don’t get them if their characters are distracted, such as fleeing or in combat.
 

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