Worlds of Design: Grounding the Game

When does theater-of the-mind-style of play stray from tabletop gaming into storytelling?
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Picture courtesy of Pixabay.
"Battles are won by slaughter and manoeuvre. The greater the general, the more he contributes in manoeuvre, the less he demands in slaughter." --Sir Winston Churchill.

There are pros and cons to theater of the mind style of play, and much of it is determined by the interplay between the game master and the players.

What is Theater of the Mind?​

In a role-playing game, when there is a physical encounter during adventure and possible conflict, the GM uses no board or other way of tracking maneuver and location. It is all done in the mind, or possibly with figures on the table. These are not in any particular physical relationship to one another except for any individual(s) they are currently fighting. This is obviously quicker than using actual detailed maneuver.

From the first time I played an RPG (D&D, original booklets plus Greyhawk) we used a square grid and pieces. This was not required by the rules, though it has become the rule standard for more recent D&D (to the extreme that one presenter at GenCon called D&D 3.0 “Fantasy Squad Leader” – Squad Leader is the famous Avalon Hill individual WW II combat game). Being a wargamer, and a board game designer, it never occurred to me to use Theater of the Mind in RPGs. I’ve always used a board and pieces.

To Grid or Not to Grid?​

The first thing to note is that theater of the mind can sometimes make it harder for the players to specify where their characters are located, to act to block enemy access, to indicate anything else that involves tactical movement. In other words, the “board” is missing. A board is an objective reality in the game that each player can engage with, vs. relying on the GM telling them what they can see. Conversely, the major purpose of a board in a boardgame is to reduce confusion while depicting geospatial relationships and maneuver.

This lack of precision with Theater of the Mind play can bother some people: I knew one well-known board wargame publisher who said that he doesn’t like RPGs because they’re too “loosey goosey”. He wanted the precision one gets from board game rules. Perhaps Theater of the Mind helped engender his attitude – “what, no board and pieces?” But it could be because RPGs derive from miniatures wargame rules, and typically such rules involve negotiation about their actual meaning, that is, they are frequently imprecise.

If treating tabletop role-playing games like strategic battles, where every action and move has consequences, grids make sense. But for players who want more dynamic action, where the dimensions of a room matter less than the cool stuff happening in the game, a grid can feel restrictive. Different rulesets can encourage or discourage this level of engagement. Tactical games, like D&D’s heritage from wargaming, focus on movement and actions. Narrative games instead focus on story and flow.

Get Your Tickets​

It’s no accident that storytelling games tend to rely on Theater of the Mind play; it lends itself quite well to storytelling. The GM is effectively telling you what happens, just as the author of a novel does. There is no board or miniatures to get in the way of the narrative, where PCs are often equally spaced out five feet apart.

Five or so years ago I watched a Dystopia Rising tabletop RPG being played at a college game club. Quite apart from the masses of hard-to-read D10s being used, I was impressed that there was no visual depiction of what was happening. They were using Theater of the Mind for their combat (which otherwise was very detailed, down to what body part was struck, and absorption of damage by armor). On the other hand, at GrogCon in central Florida more recently, a convention for AD&D players, some GMs used a board and pieces, some did not.

Whether or not you use Theater of the Mind is likely decided by the kind of game your game master wants to run, and the kind of game your players are willing to play.

Your Turn: If you use theater of the mind, how do you handle logistics like positioning and spatial relationships to creatures and objects?
 

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Lewis Pulsipher

Lewis Pulsipher

Dragon, White Dwarf, Fiend Folio
So, depending on the game, I may use a grid-free map for theater of the mind for general positioning - keeping track of what room characters are in, and so on.

That said, for more cinematic action games (like Feng Shui), I won't use a map and instead might use some photos or art to set the scene, and let the players go from there.
 

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I would happily use maps and minis more if they took less time to set up and take down. But I play (mostly) in meatspace, so that's not usually going to happen.
 

We’ve been doing Theater of the Mind now for well over a year, and I have to admit that I’m seriously missing the battlemap and minis. There’s a certain level of hand-waving that goes on with TotM that I’m find unsatisfying at present probably because it is not being filled currently with extra description. I feel to a certain extent TotM can make it harder for the DM if they don’t lean into the narrative aspect and really describing the space the PCs are in.
 

First time i played D&D using maps and minis was in PF1 campaign in 2018. I started playing D&D in 2004/5. Besides that one PF group, everything else was ToTM.

Approximations in relations. That's mostly how we did it. For some more complex situations, we would use spare dices, but it was never precise distances. It was more about general relational positioning between combatants and everything else, we did trough narration and descriptions (which was sometimes hassle since D&D uses feet and we use metric system when describing).

While i don't have anything against using minis (like i said, i have PF1 group that plays only with grid and minis), it shifts focus on tactical thinking, precise positioning, distances etc, which takes time. If combat is main focus of the game, sure. But at that point, we might as well just play Descent.
 

I’m retired now so I put some extra effort in painting miniatures. There are so many fantastic companies, with Otherworld, and Gripping Beast being two of my very favourites. I have also accumulated a very large Dwarven Forge collection along with a lot of Miniature Building Authority buildings, so it’s definitely 3d terrain and mini’s all of the time for my group. I’m running MERP, AD&D2e, and ACKSII currently and my group and I love the painted mini’s and all of the miniature landscapes that I come up with.
 

Didn't have the money for minis to start with and I didn't play with them for quite a while. I started using tactical sketch maps in the mid 90s a lot and over time added minis. Now I mostly play using a VTT, even for in person settings. Like everything else there are pros and cons to using maps:
  • Maps make things precise and make more tactical type abilities consistent.
  • Maps can end up being a lot of work for the GM.
  • Map and mini management can slow the session down. You want combat to crawl? Deal with a really big map.
  • Maps make certain kinds of play very challenging, e.g., big scale or chase scenes. Accurately tracking movement can end up blocking PCs out of the action, which is very frustrating.
So a lot of it depends on how much time I have to prep, what the encounter will be, can I find a map, and so on.
 

My first character was a monk, and one of the things she was good at was going long distances fast. When my DM tried TotM all the movement kind of got handwaved, so my monk really felt the same as any other martial. I complained.

On the flip side, I now play a cleric who can go 30ft a turn, or 60ft if he Dashes. His spells are mostly 30/60ft too. The difference is quite dramatic. Maybe I am more open to TotM now.

But I've also started DMing my own game, and I am now realizing the map experience also depends on how big the fighting area is. The game where I am a player uses huge showpiece maps. The modules for my own game have all the combat in cramped dungeon rooms and hallways.

It seems maps require some balancing with different kinds of characters in mind, but this is just more work for the DM if they are homebrewing. I definitely understand the appeal of TotM.

I appreciate this post and look forward to more of the responses.
 


There is a half way house.

Imperium Maledictum uses Zones to describe where players are. So the precise positioning doesn’t really matter but it’s still easy to know where folks are.

It’s quite clever and does work well with theatre of the mind.
 

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