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RPG setting: a variant on "maps with blanks"
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<blockquote data-quote="Malmuria" data-source="post: 8371803" data-attributes="member: 7030755"><p>Totally! What I meant to convey with those maps wasn't necessarily their detail but their inaccuracy and difference in perspective compared to the way we interact with real maps everyday (google maps and what not). Whereas, if we look at maps from, say, islamic or christian medieval cultures, from a modern perspective we note their inaccuracies, or the way they tried to express a cosmology (vs scientific realism), or even the fact that they were not always drawn from a top-down perspective (especially town maps). And from the point of inhabitants of local region, they may have a way of articulating direction and orientation that has nothing to do with a map ("it's three hills over"). What I'm saying is that the dm should take kind of in-world perspective when worldbuilding. Like if you imagine walking up a hill, and looking out to the horizon, that should be your <a href="https://slyflourish.com/thinking_two_horizons_out.html" target="_blank">perspective as a dm.</a></p><p></p><p>For me where it gets tricky is when it comes to an actual dungeon, or any location where time is going to be measured in turns. Theoretically, you don't need a map for this kind of situation (something I'm currently realizing running Blades in the Dark), but it is so ingrained in my dnd brain. It's exacerbated with VTTs, where you see things not as your character would but from a top-down, third person perspective.</p><p></p><p>tldr: the visuality and perspective of the map as a very distinct relationship to the type of worldbuilding you do, at least in most dnd style games</p></blockquote><p></p>
[QUOTE="Malmuria, post: 8371803, member: 7030755"] Totally! What I meant to convey with those maps wasn't necessarily their detail but their inaccuracy and difference in perspective compared to the way we interact with real maps everyday (google maps and what not). Whereas, if we look at maps from, say, islamic or christian medieval cultures, from a modern perspective we note their inaccuracies, or the way they tried to express a cosmology (vs scientific realism), or even the fact that they were not always drawn from a top-down perspective (especially town maps). And from the point of inhabitants of local region, they may have a way of articulating direction and orientation that has nothing to do with a map ("it's three hills over"). What I'm saying is that the dm should take kind of in-world perspective when worldbuilding. Like if you imagine walking up a hill, and looking out to the horizon, that should be your [URL='https://slyflourish.com/thinking_two_horizons_out.html']perspective as a dm.[/URL] For me where it gets tricky is when it comes to an actual dungeon, or any location where time is going to be measured in turns. Theoretically, you don't need a map for this kind of situation (something I'm currently realizing running Blades in the Dark), but it is so ingrained in my dnd brain. It's exacerbated with VTTs, where you see things not as your character would but from a top-down, third person perspective. tldr: the visuality and perspective of the map as a very distinct relationship to the type of worldbuilding you do, at least in most dnd style games [/QUOTE]
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