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What makes a good map good?
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<blockquote data-quote="Nytmare" data-source="post: 7960226" data-attributes="member: 55178"><p>Point 1 - I would prefer the design to have characters find something secret as an aspect of the game that isn't delivered via google maps. Investigation, rumors, clues, innate Dwarven suspicions. </p><p></p><p>Point 2 - You can design a dungeon to fit on a battlemap without it providing meta information that sullies players' experiences. Just like how they try to edit movies down to be under 120 minutes. Yes players can figure out that the dungeon won't go off the edge of the table, that doesn't mean you have to make that information important. </p><p></p><p>Furthermore, by your example, if exploration and starting the party in the middle of the map is what's important, there's still absolutely no reason why it can't be designed to not be 1 room larger than what can fit on the map.</p></blockquote><p></p>
[QUOTE="Nytmare, post: 7960226, member: 55178"] Point 1 - I would prefer the design to have characters find something secret as an aspect of the game that isn't delivered via google maps. Investigation, rumors, clues, innate Dwarven suspicions. Point 2 - You can design a dungeon to fit on a battlemap without it providing meta information that sullies players' experiences. Just like how they try to edit movies down to be under 120 minutes. Yes players can figure out that the dungeon won't go off the edge of the table, that doesn't mean you have to make that information important. Furthermore, by your example, if exploration and starting the party in the middle of the map is what's important, there's still absolutely no reason why it can't be designed to not be 1 room larger than what can fit on the map. [/QUOTE]
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