Mapper and caller have been odd ideas to me. I guess a mapper makes sense if you are in a long and deep maze and the point is to find secret rooms bu spacial recognition, but caller? What is the point (honest question)?
My take:
Mappers are useful so that players and their PCs can find their way out of the dungeon; without a mapper, unless the players have some sort of photographic/eidetic memory, then they're probably going to get woefully lost. In general, I recommend that there be at least two mappers in a party, in case one falls into a vat of acid along with his/her map, one fails a saving throw vs. fireball and some of his items burn up (including the map...), etc. Basically, my POV is that the mappers are the most important PCs in the party, and the maps are among the PCs' most important equipment (and are probably more important than many of the PCs themselves in a larger party

).
Callers I find somewhat less useful, personally. They're more helpful in larger parties (7+ players) and in convention/tournament play, since they help to speed the party along and not spend too much time dwelling on the dungeon dressing. When managed badly, however, callers can hog the spotlight and prevent others from has as much fun in the game, which is a definite drag.
Not sure if that helps or not?
Okay, so you're really tracking exact location in the dungeon as they move. Obviously they move a lot faster when not mapping!
I track PC movements on my maps usually by laying the point of a pen/pencil on their location. That also helps me to track how far they can see, based on the light source(s) that they're using, too---so that I don't give them too much information about the far side of a larger room, for example.
WRT movement rates:
PHB page 102 said:
The movement distance in the dungeon is 1" to 10' over a turn of 10 minutes duration while exploration and mapping are in progress. If the party is following a known route or map, the movement rate is 5 times greater, so each move takes 1/5 of a turn (2 rounds). If the party is fleeing, all movement - excluding encumbered movement, is 10 times faster, so each move takes only 1/10 of a turn, or 1 round.
So, mapping = PCs with 12" movement rates cover 120' of linear distance (assuming that they don't stop along the way, which they do a lot

). While travelling through previously-mapped areas, PCs with 12" movements cover 5x120' = 600' of distance. They double that distance covered only when in pursuit or in flight, and they cannot map during such movement.
Does every battle/rest period take 1 turn (10 minutes), no matter how many player actions it actually takes?
Battles that take longer than 10 rounds move into the second turn of combat (and I roll the WM check after the first turn of combat, which may mean that additional antagonists appear while a long battle is still ongoing!). Once the battle ends (including flight/pursuit), then I mark off the number of turns, rounding up for all fractions (i.e., a battle lasting 13 rounds counts as 2 turns of battle). Then after each battle, PCs must rest a turn (and WM are rolled for too

).
(By the way, I clearly need to get copies of the old 1e books since they seem to be full of answers to my questions.)
Well, WotC's going to reprint them in July, so you can always buy them then (at ~$110 for all three books), but if you don't want to wait that long/spend that much money, you should be able to find good, used copies on Amazon, ABEbooks, eBay, etc. pretty cheaply ($8-15 each, depending on how picky you are). You can also download OSRIC (the AD&D retroclone that cleans up and reorganizes the AD&D core rules from the MM, PHB, DMG in one volume) for free @
OSRIC You can also buy a copy of OSRIC from Black Blade @
All Products > Store ($26 for a hardcover that's superior to the one available on Lulu.com)