Running my Gold & Glory and Caves of Chaos as well as playing in Mythrus Tower at NTRPGCON 2010/2011 has totally convinced me of the awesomeness of player drawn maps.
At least for sandbox / exploration type games whether exploring a dungeon or a wilderness. I guess/I seem to remember it being much less useful (and fun) for plot based story driven games. In those map is just a DM tool to describe where the next plot point is. But, for exploration the map is kind of the whole point.
For G&G I originally drew out a very rough map (on plain paper) and the players added to it, very wrongly, based on my vague directions. When playing Mythrus Tower it was important to have a more or less accurate map, it allowed discoveries (hey there must be a secret door to this big empty space) and decisions (lets find a way round nasty monster's lair). Making players struggle with wildly wrong wilderness map may be "realistic" but it robs them of "meaningful choice". A primary requirement for fun sandbox play.
So, I've redrawn the players wilderness map on my nifty new Black Blade Publishing hex paper (which is awesomely same 6to1 hex scale of my master electronic map (made with HexGimp btw). It's not as pretty as the map drawn by player artists. But, it does show players where they haven't been, where they might go, etc.
As players explore I will very meta gamely give them accurate info on terrain in each hex (many hexes if they ever figure out climbing a tower or hill they can see 12-24 hexes all around). I'm thinking when they get lost, easy thing to do in Woods of Woe, I'll flat out meta game tell them they're lost just so they don't jack up their map.
The obstacle and challenge I want to present to sandbox players isn't "can you figure out this jacked up map" it's "given knowledge of the area, a map, can you figure out safest path to your goal, where hidden things are, how to travel around the zone of much death and little treasure." The map below provides that. I believe it will help game play a lot.
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Really cool maps. I dig it
ReplyDeleteI love it! Being a total map junkie, I totally dig this.
ReplyDeleteOne suggestion for handling being lost that doesn't mess up the map - use the method in AH's Outdoor Survival as recommended by OD&D books.
ReplyDeleteRoll 1d6 for direction (1 is N, 2 NE, 3 SE, 4 S, 5 SW, 6 NW). Players must move their full daily movement in that direction with only one facing change during the move (ie. if they are lost 'N', then they can at most make one facing change to go NE or NW).
So this way they still have an accurate map, they just didn't go where they wanted to go.
Thanks for the plug on the hex paper, Norman---it's good to see it being used so swiftly!
ReplyDeleteAllan.
Maps seem to be popular subject. Try and post more but most of my maps come from my current campaigns and I don't want to subject players to the temptation of peeking ;)
ReplyDelete@Rob that is brilliant! Perfect solution for this particular problem. Thanks
@grodog yeah I sort of had this map in mind when I bought them. I really like 11x17 or bigger! I always feel too constrained and waste too much time worrying about running off the edge with smaller paper. I used them for two more maps Regional and Local area for ToEE campaign. The Black Blade Publishing logo got integrated into the Nyr Dyv ;)