Irda Ranger
First Post
Yeah, except that the GM, by definition, is right. He literally can't draw a "wrong" map, so he can do in 5 minutes what would take at least half-an-hour of back and forth Q&A during game time. That hardly seems efficient or fun.Gentlegamer said:So your answer to the question in the OP is yes: you require a player to map. The DM is a player, too. You just prefer shifting the map making to another player; indeed, demand that another player make the map.
I really don't know what to say to that.
Besides, the GM has to draw the map anyway, if he plans on having the dungeon at all planned out. Although I haven't used such technique myself, it would be easy to (a) draw a rough sketch map, (b) make xerox copies for the players (to hand out once they've explored the area), then (c) fill in the GM info for game time. This would involve 90% less time for the same result, and minus a lot of frustration.
In that case, the spoke & hub (or "line map") as originally suggested by ruleslawyer, would be more than sufficient. I certainly don't want to infer any trollish motives on your part, but did you miss that post by him (or the one where I quoted him) where he suggested such?Gentlegamer said:Getting it right doesn't require this level of effort, getting it right requires enough detail to avoid getting lost (in most cases).
Example, followed by two questions:
(Orc cave) <----- tunnel, 150' N-NW, 10' wide, 10-deg downslope ----> (Owl bear den)
(Owl bear den: 3 entrances: SSE, W, E)
(Owl bear den) <--(L) tunnel, 60' W, 5' wide ----> (Empty crypt)
(Owl bear den) <--(R) tunnel, 30' E, 5' wide ----> (Cave exits)
1. Would you call this an accurate map?
2. Would you allow a PC (with no map) to simply say "I retrace my steps from the Cave Exit to the Orc Cave" based on a Surival or Int check alone (assuming the player himself could not remember)? Recall that he only needs to make one choice (straight or immediate left, upon entering the Owl Bear Den) and that we'll assume the character has been this way recently.
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On a related note, how do you handle parties that spend several days in a dungeon, but don't have a Dwarf who always knows his depth and/or a compass? Do you assume that they have a perfect sense of North, regardless of how many twisty turns they make? Do all your corridors meet at right angles?