Lakesidefantasy
Legend
I get it.![]()
Though yeah I get it. If you dont want to be ten foot pole tapping old school survival sim, then its easier to just skill check it and go.
But what happens when we fail our mapping/memory skill checks?
I get it.![]()
Though yeah I get it. If you dont want to be ten foot pole tapping old school survival sim, then its easier to just skill check it and go.
I mean, if you want old school you toss a random encounter at them.I get it.
But what happens when we fail our mapping/memory skill checks?
It’s not a universal benefit. It may be beneficial in games where successfuly navigating the space is meant to be part of the challenge of the dungeon. It would be quite detrimental in games where that isn’t the case.
Cool!I mean, if you want old school you toss a random encounter at them.![]()
I'm not sure anyone in the thread said that. What we've said is that if exploring the dungeon is a important component of challenging the players, then mapping is part of that.Only reason I mentioned it was that at least some of the people who mandate it seem to think it should be done universally.
I'm not sure anyone in the thread said that. What we've said is that if exploring the dungeon is a important component of challenging the players, then mapping is part of that.
The DM giving them an accurate map one room at a time is far easier on a VTT than it is in person because the VTT very neatly preserves the map afterwards.Emulation doesn’t matter. What matters is whether or not navigating the space is meant to be part of the gameplay challenge. If it is, then the players making a map is something they can do to try to make that challenge easier. If it’s not, then there’s no point in the players making a map, and the DM should just give them an accurate map (one room at a time if they want to preserve the fog of war effect).
I take it as a given that the DM has a map; a few DMs might be good enough to wing an entire complex on the fly and have it remain geographically consistent but I ain't one of them and I don't know any who are, and so a GM-side map is assumed.The problem, again, is the ambiguity of "mapping" here. I think the GM having a map is part of that, but I don't see why the players doing so manually rather than just being assumed to have have a pretty good idea as the GM reveals it has to be important.
I think you are conflating players and characters here. The point is challenging the players in this style of game, and so the work done to map is a player side thing. How they do it is up to them, but in a game where getting lost in the dungeon, turned around, or as @Lanefan mentions, teleported without realizing it, mapping at least somewhat accurately is a thing. That isn't even to mention figuring out by context where the secret doors might.The problem, again, is the ambiguity of "mapping" here. I think the GM having a map is part of that, but I don't see why the players doing so manually rather than just being assumed to have have a pretty good idea as the GM reveals it has to be important.
I take it as a given that the DM has a map; a few DMs might be good enough to wing an entire complex on the fly and have it remain geographically consistent but I ain't one of them and I don't know any who are, and so a GM-side map is assumed.
In a small complex or a linear dungeon with few or no branches, I'll usually assume the PCs have a reasonable idea but even then the players should probably map it anyway just in case something doesn't make sense "We passed through six chambers to get to the McGuffin, but this is the eighth chamber we've seen on the way out...er...did we mess up somewhere?" (teleporters are fun!).
In a bigger complex, or anything with multiple levels, I'll usually assume they don't have a good idea of things geographical unless they make a map, because it's very easy to get turned around when exploring a place for the first time without the sun to give a direction guide (e.g. a city on a cloudy day or at night, or somewhere big indoors like the Indianapolis Convention Centre).