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So, how do you guys manage mapping when exploring cave systems?
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<blockquote data-quote="Janx" data-source="post: 1445100" data-attributes="member: 8835"><p>I've never seen a PC with 20 INT, so I must be special.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>One could argue that people can keep track of this stuff, but in the dark, with monsters around, its easy to get turned around.</p><p></p><p>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.</p><p></p><p>Just make sure you are clear in your language, using the basic parameters:</p><p>how wide</p><p>how deep (far back is the back wall)</p><p>how tall</p><p>How many exits</p><p>wall texture (brick, stone, wood, craggy, hidey holey)</p><p></p><p>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).</p><p></p><p>That makes most people happy.</p><p></p><p>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.</p><p></p><p>Janx</p></blockquote><p></p>
[QUOTE="Janx, post: 1445100, member: 8835"] 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 [/QUOTE]
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So, how do you guys manage mapping when exploring cave systems?
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