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RPG setting: a variant on "maps with blanks"
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<blockquote data-quote="Ovinomancer" data-source="post: 8371787" data-attributes="member: 16814"><p>These are all far more detailed that either of the OP's quotes suggest. "Draw maps, leave blanks," mostly means only put in the big stuff, and only if it's needed for something in the game. The idea isn't to start with the level of detail you show here, but rather to fill in that detail in play -- in response to the game's need. In other words, it isn't about "what's in this building," but rather, "hey, we're looking for a building and I think it's here."</p><p></p><p>There's nothing at all wrong with your maps, of course, and I want to be clear about that. It's a difference of creative agenda in the quotes from the OP only. Detailed maps can be great, if that's the game's agenda. The OP quotes, though, are talking about a game were we discover such things in play, not with asking the GM what's here in this village indicated on the map, but rather in a sense that no one at the table knows what's in the blank space until it's needed, and then we find out together. This approach only fills in the things needed for play, and usually features games where those things aren't really fixed places to explore, but rather character goals and motivations that need to be challenged.</p><p></p><p>Games like 5e do not do this well, because of the level of effort needed for encounter preparation. It's very hard to "wing it" well in 5e with combat stuff. Individuals can do it, but, in general, most lack the system mastery and level of experience to make a good go of it.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8371787, member: 16814"] These are all far more detailed that either of the OP's quotes suggest. "Draw maps, leave blanks," mostly means only put in the big stuff, and only if it's needed for something in the game. The idea isn't to start with the level of detail you show here, but rather to fill in that detail in play -- in response to the game's need. In other words, it isn't about "what's in this building," but rather, "hey, we're looking for a building and I think it's here." There's nothing at all wrong with your maps, of course, and I want to be clear about that. It's a difference of creative agenda in the quotes from the OP only. Detailed maps can be great, if that's the game's agenda. The OP quotes, though, are talking about a game were we discover such things in play, not with asking the GM what's here in this village indicated on the map, but rather in a sense that no one at the table knows what's in the blank space until it's needed, and then we find out together. This approach only fills in the things needed for play, and usually features games where those things aren't really fixed places to explore, but rather character goals and motivations that need to be challenged. Games like 5e do not do this well, because of the level of effort needed for encounter preparation. It's very hard to "wing it" well in 5e with combat stuff. Individuals can do it, but, in general, most lack the system mastery and level of experience to make a good go of it. [/QUOTE]
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