Thomas Shey
Legend
What did you think of the Magic Square dungeon idea?* Doesn't that sound like fun?
* I'm making myself vulnerable here so be gentle.
I'm sorry, I think I either missed or forgot context for what you're talking about here.
What did you think of the Magic Square dungeon idea?* Doesn't that sound like fun?
* I'm making myself vulnerable here so be gentle.
The OD&D variant Seven Voyages of Zylarthen suggests using dominoes to lay out a room ( removing them after the PCs have left), up to the PCs to map if they want. No idea how well it works in practice (current game is remote), but the tactile and aesthetic appeal is enormous. Best of both worlds as far as encouraging mapping while avoiding verbal back and forth about room dimensions. Maybe a really big room would be a pain.
Whenever I've done simple mapping, it has improved the vividness of how I imagine the space (I guess continuing the negative correlation between map art vividness and imagination vividness), though I imagine this relationship breaks down if the verbal back and forth required becomes too much.
I will cop to that. I was assuming context based on the thread premise. I was not trying to say that all exploration focused games are map dependent.
I mean, we are really talking about a narrow gameplay style here. And it is totally okay that folks don't like that or want to do that. But the subject of the thread assumes that (general) you DO want to do that, and the so the question I was interested in is HOW do you do it.
Outside of VTTs it is quite time consuming to either draw a more or less detailed map at the table as the PCs explore the Dungeon or prepare ahead cut outs before the gam so you can reveal it on at a time. Even in VTTs, unless you buy a module, preparing maps is a pain (like in roll20, not intuitive at all).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.
Sure. But at that point the “mapping” is just replicating a map you know is accurate. It’s no longer part of the navigation challenge, it’s just procedural.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.
In person, the map the DM provides a room at a time will very likely be drawn on a reusable surface (whiteboard, chalkboard, etc.) and then erased once the PCs move on to allow space for the next bit of map; meaning that unless a player replicates that map onto some paper and thus preserves it, in the end the players* have no map other than the very last bit they explored.
* - and, by extension, the characters; mapping is one area where I'm pretty hard-line on saying if the players don't do it the characters didn't do it either.
A non-rectangular room would also be a pain.The OD&D variant Seven Voyages of Zylarthen suggests using dominoes to lay out a room ( removing them after the PCs have left), up to the PCs to map if they want. No idea how well it works in practice (current game is remote), but the tactile and aesthetic appeal is enormous. Best of both worlds as far as encouraging mapping while avoiding verbal back and forth about room dimensions. Maybe a really big room would be a pain.
I'll freely admit to bias as my degree is in geography, but without the "what is where" piece the other type of exploration can at best be ephemeral: relying on memory just isn't good enough.Again, I disagree. If you think both of those are required to be "exploration", then you're going to have to supply a word for a game that only uses the first as I've run.
I make no such assumption, based on real-world experience.I don't think you get it. That's absolutely true but it doesn't mean its relevant in play. You can just assume once they've found it, they can find it again. That was still an exploration game.
It comes down to the same rationale as to why I don't like social-mechanics rules: that which can be directly replicated by player actions at the table (talking in character, mapping, tracking finances, etc.) doesn't need to be - and thus IMO shouldn't be - abstracted.Mine would be "Why should it be?" As I said, I don't go in thinking player-skill things are the automatic default as to how to handle things just because they were a half century ago.
Pace of play is not a high priority of mine. Hell, the last session I ran took a half-hour side trek into players telling old war stories from this and other campaigns and we all had a good laugh at them. Fine with me.That doesn't mean its a worthwhile use of time.