Thursday, January 5, 2012

OLD SCHOOL MAPPING IN THE ONLINE AGE

Been thinking about mapping a lot as I began a G+ campaign using an old school module where the task of mapping is a lot of the challenge & though at first I felt some responsibility in aiding the players in finding an "online" mapping solution, I finally had to step away... Mapping should be the players' responsibility, not the DM's.

As the players started getting dazed & confused in the dungeon & mapping became of ultimate importance (we've been walkin past this same freakin doorway for three hours now, wait, is that the same door? is that the iron spike i left?), it became clear: if one provides instant mapping for players (reveal-as-you-move mapping, etc.), a key element of the game is being nixed. All of those old school dungeon tricks to confuse the mapper(s)? Out the window. You're now holding your players' hands through the dungeon.
You may be using reveal mapping if you do not consider this bit from Mike Carr to be sage advice:

"...allow them to draw their maps from your descriptions as they wish - but make certain that your verbal descriptions of the areas they explore are accurate... avoid the considerable temptation to correct their maps once they have drawn them. It will not be uncommon for players to show you their map (especially if they're confused) & ask you, 'Is this right?' In most such instances, you should avoid correcting any mistakes there, unless it would be obvious through the eyes of the adventuring characters. Encourage good mapping skills & an attention to detail rather than falling into the rut of continual player map questions."

P.S. We do use Twiddla, though not for actual mapping (was initially a disaster for the players). We use it for situations like battles, deeper explanations of a room, etc.

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