Scribble said:Without grids. I actually liked the aforementioned Forgotten Realms plastic grid overlay.
MerricB said:Once upon a time, wilderness maps were drawn on a hexgrid.
Then they weren't. When did that happen? (I blame the Forgotten Realms and its plastic hexgrid templates...)
I miss the hexgrids. Why? Because they made it easy for the DM to describe which direction the characters were going in, and allowed the possibility of them mapping.
Certainly, hexgrids aren't necessary in known terrain, but consider the original Isle of Dread and its most recent incarnation in Dungeon Magazine. It's not quite the same without the grid!
However, that's me. What about you? Do you prefer your wilderness maps to have a grid, or not? Why or why not?
Cheers!
rounser said:Any ideas on how to conveniently map urban areas without resorting to vector-based mapping, which is notoriously fiddly and carries the same location population problems of a gridless wilderness map?
Name the streets, number the buildings. Simple.rounser said:Any ideas on how to conveniently map urban areas without resorting to vector-based mapping, which is notoriously fiddly and carries the same location population problems of a gridless wilderness map?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.