Lanefan
Victoria Rules
Yes.Is this a puzzle for the players or for the characters?
As in, both in parallel: the players are experiencing the same puzzle the characters are.
Yes.Is this a puzzle for the players or for the characters?
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.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.
There are lots of reasons to be in a dungeon, other than exploring every nook and cranny, the Fellowship went into Moria, mainly because they could not get over the mountains. Other than Gimli they had little interest in exploring the place.Maybe I just have terible sense of direction, but I don't think most people are actually good at remember routes in complex, largely similar environments. my examples of schools and hospitals are based on actual lived experiences. military bases and office buildings, too. At least for me, when there are lots of hallway turns and everything looks pretty much the same, losing my way is pretty easy.
"We go back to the throne room" feels like a cheat to me. I mean, first of all, if you aren't exploring and mapping the dungeon, looking for secret doors and finding hidden routes, what is the point? If it is so linear or defined that there is no chance of getting lost, why have a dungeon at all?
I forgot to mention, the only time I draw a map for the players during the game is if combat starts and we're going to put some miniatures on the battle mat, in which case I draw an outline of the room or the surrounding terrain where the battle's taking place .During travel (either through a dungeon or in the wilderness) in my 5.0E games, I describe the environment the party is moving through, and it's entirely up to the players whether they choose to draw maps or take notes in some other way, which are ways players can engage with the fiction. Some players (like me) engage better by listening rather than taking notes, so I don't have an opinion one way or the other about what player activities are taking place at the table, as long as there's a general focus on playing the game.
Unrelated to whether a player draws a map, if a player's character has drawing materials, they can say their character is drawing a map during travel. This means they won't notice hidden threats and will be surprised if combat starts. In return, they'll have a map from point A to point B that gives advantage on any Wisdom (Survival) checks made to navigate between the two locations when retracing the previously mapped path.
In wilderness travel, I'll ask for a navigation check to move between hexes. Failure means getting lost and moving into an unintended hex, and having previously mapped the route gives the PCs advantage on the check. A player-created map has no bearing on such a check, but it might inform the players' decision making about which hex they intend to have their characters move into.
In dungeon travel, if the party is trying to get somewhere they've previously travelled, but the players aren't sure about which way to go at a specific intersection or choice of room exits because they don't recall the fiction in enough detail to know which will lead to the desired destination, I call for a navigation check. Obviously, a player-created map could prevent the need for such a check, if it's sufficiently accurate. A PC-created map made while previously travelling through the area will give advantage on the check. Success reveals the correct choice among the available options with no lost time, while failure results in lost time and a wandering monster check, although you still learn which is the correct way to go to prevent a "nothing changes" result.