Yeah, I have used maps and token forever in my Traveller games. Mostly, its just a frame of reference for everyone. D&D is a different story with AoE templates, flanking, AOO, etc...Both. Or rather I love minis and cool terrain but not if we are counting squares and exactly measuring everything.
I also love totm.
Naturally, the vast majority will say they do in fact play with miniatures.
Yet they'll complain 'til Kingdom come if you design rules that "expect" miniatures.
I do not understand this seemingly contradictory behavior. But it is observable.
So, this is something that I've also noticed when using terrain with miniatures. When they are looking at a fully built set, players do tend to come up with some interesting ideas about what their characters might try in that 3 dimensional space.I think you leave a lot on the table when you don't use a map. Or off the table as it were.
When you use a lay out and terrain etc. a player may get the spark of an idea on how to better handle the situation.
If there is no map or layout....how do i know what i might not be seeing?
For horror games I actively avoid miniatures - I think theatre of the mind is 100% the way to go when you are relying on imagination and suspense.I cannot recall the last time I played without minis in D&D. I've done mini-less in many other RPGs, but D&D for some reason is just not one I'd want to try without some sort of map & markers when any sort of significant combat breaks out.
All of the things you just mentioned are mechanics improved by the use of miniatures...as in, mechanics written with the expectation of their use.I use minis to help with the visualization, not because I want to count squares and measure distances in combat.
I want the rules to work completely without that in a TotM way. I much prefer 13th Age’s fireball (you hit 1d3 nearby enemies) over the 5e one
You seem to be conflating using minis with a specific way to use them