So, how do you guys manage mapping when exploring cave systems?

Hong's idea sounds nice in theory, but sometimes those nooks and crannies become important in combat. I guess if there is nothing there but moldy sacks of flower (a popular dungeon-crawl staple), though, it is fine.
 

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drnuncheon said:
here

It's a great thread. I'm starting a map-library and these are definately going in it. Having a broad selection of maps available on a moment's notice is important when you let your PCs go anywhere and do anything they feel like.

Though this thread reminded me of the problem, it first came up because of my last campaign - now sadly and prematurely ended - which was set entirely underground. I had multiple, huge cavern sequences where the exact placement of the twisting hallways and irregularly shaped rooms was actually important. The game ended before it was too much of a hassle, but I was resorting to drawing out the map for the players as they moved around, which was a lot of extra work for me.

Now I've reached the philosophy that I'm just better of not using complex caves at all. Leave them simple if they must be used, but I greatly prefer using "manufactured" dungeons. It's just so much easier.
 
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I use a piece of regular paper(notebooks work well, too, as all the maps are together, harder to lose) and draw a rough sketch of what the players see as they go throughout the dungeon. Then I draw a room on a battlemat if there is combat.

I remember way back when we used to "describe" what the dungeon was like, and one player made a map. Made for some inaccurate maps.... :)

-A
 


I've never seen a PC with 20 INT, so I must be special.

I have run a game where the players kept a map of the dungeon they were in and it was accurate enough. And they got lost anyway. On their own.

They entered the room on the right. Fought some monsters. Exited the room (only one exit), and promptly went left (taking them back where they came from). They figured it out at the previous room they had been in (which was uniquely decorated). But it was funny, and it proves it can happen with smart players.

One could argue that people can keep track of this stuff, but in the dark, with monsters around, its easy to get turned around.

I say, let the players keep their own map. They can do it, however they like, as long as it doesn't slow things down. If they get it wrong, its their problem. Never look at their map. No sense giving them a clue by saying, you are here.

Just make sure you are clear in your language, using the basic parameters:
how wide
how deep (far back is the back wall)
how tall
How many exits
wall texture (brick, stone, wood, craggy, hidey holey)

When it comes to combat, pull out the battlemat and draw the immediate area as best as you can. Use some props if you can (barrels, pillars, tables).

That makes most people happy.

I think most people find that showing the players the map at once (ie. I just bought this map to the dungeon of smooze, let's go) is usually fastest, but least realistic. You'll always face that trade-off.

Janx
 

Altalazar said:
Hong's idea sounds nice in theory, but sometimes those nooks and crannies become important in combat.

Yeah and thats where imagination comes in and you remember that its a game -

in combat noone is plotting out a map of just what angle that nook is at and what kind of cover it gives - the DM makes it up on the fly tells the players and goes from there (then quickly scribbles on his flowchart - 20% cover north wall)
 

Altalazar said:
Hong's idea sounds nice in theory, but sometimes those nooks and crannies become important in combat. I guess if there is nothing there but moldy sacks of flower (a popular dungeon-crawl staple), though, it is fine.
There's a difference between a tactical map (what gets drawn on a battlemat) and a strategic map (showing where everything is). You can draw anything you like on a battlemat, nooks and crannies and all. This has no bearing on whether you need a detailed strategic map.
 

Well if you're like me, you do the old laptop and big screen TV action. Simply use layers on a photoshop image of the map, put it on the TV, and remove layers as they go along. If you want, you can put the layers back on as they leave. Works excellent for me, but takes a lot of hard/software that people might not have. But the effects are amazing!
 

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