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

My point is the characters may well be much better at mapping then the GM-Player combo. A character might have a very high map drawing ability.
The character can’t draw a map, because the character is imaginary.
The same character might be played by a player with drawing challenges or that has trouble understanding what the GM is saying. Die rolls are the player's way to determine how well a character does.
Die rolls are the DM’s way of resolving uncertainty in the outcome of an action the player declares their character is doing. In the case of drawing a map, there’s no uncertainty in the outcome, because the player(s)can actually draw one, and the character(s) can’t.
Player mapping turns this around and the character is relying on how well the player handles the map drawing and later tries to interpret the scribbles.
Yes, that’s the challenge.
Part of the time sink of mapping is making sure the players are correctly drawing out what the GM is saying the characters see.
Nah. If you’re making drawing a map part of the gameplay challenge, that includes the player(s) ability to interpret the DM’s description and translate that to a visible format. If you don’t want that to be part of the gameplay challenge, the DM can simply draw the maps ahead of time and give them to the players if the succeed on a roll or whatever. That’s a legitimate, but very different, approach to dungeon adventures.
As you mention, very possible that what the characters see is misleading. Now the issue for the GM is making sure the players are correctly drawing out the 'improper' map that accurately reflects what the characters think they see.
Now that’s just nonsense.
 

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This. My group maps. I as a player do that and as a DM I encourage it.
But the "dungeon" needs to be mappable.
Like, I started playing with Lost mines of Phandelvar, newbie players and newbie DM - and when we got to the lost mines, damn did my DM struggle to explain it properly and it was a pain to map.

In order for a dungeon to be capable by players ...

I actually made a whole blog post about that topic over 2 years ago:

Fantastic blog post! I wholeheartedly agree with the dungeon design principles you laid out there. The choice to use Wave Echo cave as an example is also a great one. Did you go on to flesh out the 10 unkeyed rooms in later posts?
 

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