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Showing maps to exploring players, yer or no?
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<blockquote data-quote="Fabio Andrea Rossi" data-source="post: 6592000" data-attributes="member: 67378"><p>Fine EnWorld folks, </p><p></p><p></p><p>Once again I ask for your advice. I’m thinking of setting up a sandbox campaign in which “exploration” will play a large role. I’d like to use one of the many very well done fantasy maps up there (any suggestion is appreciated, by the way. I’m looking for a self-enclosed setting like a large solitary vale, an island, a mountain walled continent…) and I was wondering whether to give to the players in advance some version of the map they will need to adventure it.</p><p></p><p></p><p>Basically: “full cover, half cover of plain sight”? The pros and cons I see:</p><p></p><p></p><p>-Giving the players’ a version of the map perhaps not complete but with most of it plain and visible would be visually nice and give the aspect of “what’s that cave up there doing?”. I’m thinking something like an old adventurer map, a Duke heirloom parchment or something like that, with some scribbled notes to add some mystery to it. Also, I would have all of the work done as many of these exist already done. Finally, it makes sense to me not having to describe on each hex what they also see on nearby hexes. I never understood how to do this. I mean: you are in an hex and the adjacent one has a high peak. You should see it from 6 or so miles so players should be able to draw it. But, how do they know what’s on the mountain? They will need to “go to that hex” unless I plant lots of hints which make sense even at some miles distance. And, how they mark which hex they did explore and which ones they just saw from adjacent hexes? Plains and similar should also have longer sight distances. How this is done practically?</p><p></p><p></p><p>-Giving nothing. This would of course give much more value when they found up that mountain cave as they did really found it out by themselves. But…visually they start with a blank sheet, much less atmospheric that the “old map” thing above. Also, the “adjacent hex” thing is there.</p><p></p><p></p><p>-Giving something but not all: some form of high level description or depiction of the map and that’s it. This is perhaps the best option but I guess if the pain of having to remap everything is worth the difference in exploration with option A. Also, I did not find from my (limited) research such already done maps on the market, do they even exist?</p><p></p><p></p><p></p><p></p><p>As usually, thanks for your help!</p></blockquote><p></p>
[QUOTE="Fabio Andrea Rossi, post: 6592000, member: 67378"] Fine EnWorld folks, Once again I ask for your advice. I’m thinking of setting up a sandbox campaign in which “exploration” will play a large role. I’d like to use one of the many very well done fantasy maps up there (any suggestion is appreciated, by the way. I’m looking for a self-enclosed setting like a large solitary vale, an island, a mountain walled continent…) and I was wondering whether to give to the players in advance some version of the map they will need to adventure it. Basically: “full cover, half cover of plain sight”? The pros and cons I see: -Giving the players’ a version of the map perhaps not complete but with most of it plain and visible would be visually nice and give the aspect of “what’s that cave up there doing?”. I’m thinking something like an old adventurer map, a Duke heirloom parchment or something like that, with some scribbled notes to add some mystery to it. Also, I would have all of the work done as many of these exist already done. Finally, it makes sense to me not having to describe on each hex what they also see on nearby hexes. I never understood how to do this. I mean: you are in an hex and the adjacent one has a high peak. You should see it from 6 or so miles so players should be able to draw it. But, how do they know what’s on the mountain? They will need to “go to that hex” unless I plant lots of hints which make sense even at some miles distance. And, how they mark which hex they did explore and which ones they just saw from adjacent hexes? Plains and similar should also have longer sight distances. How this is done practically? -Giving nothing. This would of course give much more value when they found up that mountain cave as they did really found it out by themselves. But…visually they start with a blank sheet, much less atmospheric that the “old map” thing above. Also, the “adjacent hex” thing is there. -Giving something but not all: some form of high level description or depiction of the map and that’s it. This is perhaps the best option but I guess if the pain of having to remap everything is worth the difference in exploration with option A. Also, I did not find from my (limited) research such already done maps on the market, do they even exist? As usually, thanks for your help! [/QUOTE]
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