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*Pathfinder & Starfinder
The Caller and the Mapper
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<blockquote data-quote="Majoru Oakheart" data-source="post: 6319326" data-attributes="member: 5143"><p>My original group was 14 players and a DM(though on most days we only had 8 players show up). We used a caller and a mapper as well.</p><p></p><p>Though, more recently we've pretty much done away with the mapper because we don't often go through dungeons big enough to warrant it. Even if they did, it seems a pointless waste of time because it always causes more confusion than it should. Inevitably, the mapper mishears the DM once or twice about which direction the exit in the room goes and they end up with a map that looks absolutely NOTHING like the correct one. Then you have to watch the PCs stumble around aimlessly attempting to follow a map that is wrong without having any idea why the map is wrong. It was funny once or twice but it got old until I would just let the PCs say "We go back to that room with the fountain" and I say "Ok, your characters are able to find it".</p><p></p><p>As for party caller, I think the reason it worked well is because we as a group empowered the caller to make simple decisions without consulting everyone else constantly. When exploring a dungeon this comes up especially. Without a caller, every corridor takes ages to walk down. It normally sounds like this:</p><p></p><p>DM: "So, the hallway continues for 50 feet, there are 2 doors to the right and 2 to the left. However, at the end of the corridor, the passage continues to the right."</p><p>P1: "I say we check out each door individually!"</p><p>P2: "I say we check the left side doors then the right side doors."</p><p>P3: "Doors might have monsters behind them. If we go to the end of the hall and look down the right passage we can see if there are guards wandering or other options for places to go."</p><p>P4: "No, if we go past the doors, enemies will be behind us and we'll forget to come back here and check them!"</p><p></p><p>However, with a party caller(as long as we actually gave them the power to decide) the conversation goes:</p><p>Caller: "We check out the first door on the right first"</p><p>DM: "It's an empty room with nothing in it."</p><p>Caller: "We search it."</p><p>DM: "You don't find anything."</p><p>Caller: "Ok, we go across the hall to the first door on the left."</p><p></p><p>This doesn't mean that sometimes the other players wouldn't argue the decisions of the caller or didn't have a say on where they went. But it happened less often.</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 6319326, member: 5143"] My original group was 14 players and a DM(though on most days we only had 8 players show up). We used a caller and a mapper as well. Though, more recently we've pretty much done away with the mapper because we don't often go through dungeons big enough to warrant it. Even if they did, it seems a pointless waste of time because it always causes more confusion than it should. Inevitably, the mapper mishears the DM once or twice about which direction the exit in the room goes and they end up with a map that looks absolutely NOTHING like the correct one. Then you have to watch the PCs stumble around aimlessly attempting to follow a map that is wrong without having any idea why the map is wrong. It was funny once or twice but it got old until I would just let the PCs say "We go back to that room with the fountain" and I say "Ok, your characters are able to find it". As for party caller, I think the reason it worked well is because we as a group empowered the caller to make simple decisions without consulting everyone else constantly. When exploring a dungeon this comes up especially. Without a caller, every corridor takes ages to walk down. It normally sounds like this: DM: "So, the hallway continues for 50 feet, there are 2 doors to the right and 2 to the left. However, at the end of the corridor, the passage continues to the right." P1: "I say we check out each door individually!" P2: "I say we check the left side doors then the right side doors." P3: "Doors might have monsters behind them. If we go to the end of the hall and look down the right passage we can see if there are guards wandering or other options for places to go." P4: "No, if we go past the doors, enemies will be behind us and we'll forget to come back here and check them!" However, with a party caller(as long as we actually gave them the power to decide) the conversation goes: Caller: "We check out the first door on the right first" DM: "It's an empty room with nothing in it." Caller: "We search it." DM: "You don't find anything." Caller: "Ok, we go across the hall to the first door on the left." This doesn't mean that sometimes the other players wouldn't argue the decisions of the caller or didn't have a say on where they went. But it happened less often. [/QUOTE]
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