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Requiring Players To Draw The Dungeon Map!
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<blockquote data-quote="Man in the Funny Hat" data-source="post: 3717671" data-attributes="member: 32740"><p>I don't require drawing maps but encourage it, even if crudely. I don't want to spend pointless hours of wasted game time describing walls to map. I don't need players wasting time simply making an exacting duplicate of MY map, yet some of the point of the exercise is lost if detail is disregarded in their mapping.</p><p></p><p>Maps are TOOLS for both DM's and players. The DM draws a map and places important elements in precise locations - like traps. Players/characters who want to have reasonably accurate maps often do so because they can reveal when they've been turned around, or where hidden rooms or secret doors might be, or where one room is in relation to another in three dimensions. Drawing maps - even if just by one player/PC - also enhances a certain feeling of exploration and it's much better than endless recitation of complex dimension and distances. Furthermore, without that "interruption" and "description" on a basic, graphical level the exploration becomes instead a sequence of encounters whose location becomes meaningless and loses context.</p><p></p><p>I will let the players choose their characters own priorities. If they want the advantages of maps for their characters then they have to draw them. If they don't want to distract themselves by that activity thats fine too, but it is a discouragement to me as I will then need to concentrate more on dry VERBAL description to keep the players aware of their characters environment. I don't want to penalize players for their lack of mapping skills if they are putting forth effort. I will TELL them when their map is off and why if it's not an in-game reason. If they've effectively explored all of a dungeon, THEN I'll let them see my map. It's long been an agreement with players that once a dungeon is cleared secret doors and rooms WILL be found if the characters care to spend the time to conduct a leisurely search (unless it's physically impossible). But, once they tell me they're confident they've found it all then any remaining secret rooms vanish in a puff of logic.</p><p></p><p>Sometimes I can make use of the fact that they still have a map of a given dungeon by sending them BACK to it to get an overlooked item or clue, or repopulate it with bigger/badder opponents.</p><p></p><p>Mapping is not an all-or-nothing activity. When players are mapping you can do certain things in-game that you otherwise couldn't (or at least they'll be easier). When they aren't mapping then you're likely emphasizing some aspects of the game over others, such as constant/speedier play and action, over establishing mood and verisimilitude. And not every dungeon is the same. Some are complex and full of secrets and traps. Others are simple and full of only monsters and obvious loot for smash-and-grab slugfests. Some are mere containers for the monsters and treasure which are what one adventure may emphasize. Others are meant to be a part of the story itself and their very design and appearance set the mood for what's there; a dry, dusty, trap-filled tomb of mummies; or a wet, moldy lair of Lovecraftian horrors; or a cold, forbidding, cavernous, gothic mystery.</p><p></p><p>I wish I were that involved in my own games to manage keep that in mind. Still, to repeat, mapping is a tool. Both in-game and meta-game. If players are distracted with a map in some way then the monsters will get a surprise round on the PCs. If the players draw a map they might see that there is a PATTERN to the dungeon design which could be merely amusing or useful in-game knowledge when something breaks the pattern - and isn't it better if the players see/realize something like that on their own rather than you just handing them the map and pointing it out to them?</p><p></p><p>Mapping can be a bore, a pointless chore, a waste of valuable gaming time - but it can also be effective as a tool for pacing, as a plot device, etc.</p></blockquote><p></p>
[QUOTE="Man in the Funny Hat, post: 3717671, member: 32740"] I don't require drawing maps but encourage it, even if crudely. I don't want to spend pointless hours of wasted game time describing walls to map. I don't need players wasting time simply making an exacting duplicate of MY map, yet some of the point of the exercise is lost if detail is disregarded in their mapping. Maps are TOOLS for both DM's and players. The DM draws a map and places important elements in precise locations - like traps. Players/characters who want to have reasonably accurate maps often do so because they can reveal when they've been turned around, or where hidden rooms or secret doors might be, or where one room is in relation to another in three dimensions. Drawing maps - even if just by one player/PC - also enhances a certain feeling of exploration and it's much better than endless recitation of complex dimension and distances. Furthermore, without that "interruption" and "description" on a basic, graphical level the exploration becomes instead a sequence of encounters whose location becomes meaningless and loses context. I will let the players choose their characters own priorities. If they want the advantages of maps for their characters then they have to draw them. If they don't want to distract themselves by that activity thats fine too, but it is a discouragement to me as I will then need to concentrate more on dry VERBAL description to keep the players aware of their characters environment. I don't want to penalize players for their lack of mapping skills if they are putting forth effort. I will TELL them when their map is off and why if it's not an in-game reason. If they've effectively explored all of a dungeon, THEN I'll let them see my map. It's long been an agreement with players that once a dungeon is cleared secret doors and rooms WILL be found if the characters care to spend the time to conduct a leisurely search (unless it's physically impossible). But, once they tell me they're confident they've found it all then any remaining secret rooms vanish in a puff of logic. Sometimes I can make use of the fact that they still have a map of a given dungeon by sending them BACK to it to get an overlooked item or clue, or repopulate it with bigger/badder opponents. Mapping is not an all-or-nothing activity. When players are mapping you can do certain things in-game that you otherwise couldn't (or at least they'll be easier). When they aren't mapping then you're likely emphasizing some aspects of the game over others, such as constant/speedier play and action, over establishing mood and verisimilitude. And not every dungeon is the same. Some are complex and full of secrets and traps. Others are simple and full of only monsters and obvious loot for smash-and-grab slugfests. Some are mere containers for the monsters and treasure which are what one adventure may emphasize. Others are meant to be a part of the story itself and their very design and appearance set the mood for what's there; a dry, dusty, trap-filled tomb of mummies; or a wet, moldy lair of Lovecraftian horrors; or a cold, forbidding, cavernous, gothic mystery. I wish I were that involved in my own games to manage keep that in mind. Still, to repeat, mapping is a tool. Both in-game and meta-game. If players are distracted with a map in some way then the monsters will get a surprise round on the PCs. If the players draw a map they might see that there is a PATTERN to the dungeon design which could be merely amusing or useful in-game knowledge when something breaks the pattern - and isn't it better if the players see/realize something like that on their own rather than you just handing them the map and pointing it out to them? Mapping can be a bore, a pointless chore, a waste of valuable gaming time - but it can also be effective as a tool for pacing, as a plot device, etc. [/QUOTE]
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