Why Bother Mapping in Dungeons & Dragons? (Ep. 239)

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  • Опубликовано: 2 июл 2024
  • Is it really necessary for players to map every 10 feet of a dungeon? When is a map critical? When are they not needed? Professor DungeonMaster explores.
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Комментарии • 295

  • @vintagezebra5527
    @vintagezebra5527 2 года назад +129

    I always love how you show that readopting some of these old school practices can actually ENHANCE the story that emerges from play. I also shouted, “YES!” aloud when you made the point about the party surviving because they were good players, not because they have good characters. These are role playing GAMES and it feels like the focus of so much discussion is about optimal builds, game balance, and the like. This particular aspect of being a good player is often brushed aside, but not by YOU! Thanks for another great video!

    • @Z1gguratVert1go
      @Z1gguratVert1go 2 года назад +17

      Good observation, and one that opens a fun can of worms. An experienced PLAYER with a low-level character is a very, very different phenomena than a noob being given a above-level-one character to start with.
      As a personal rule, I always, always start noobs at level 1. They will never know what all of their abilities, spells, and equipment are for if they're bombarded with a ton of stuff at once. They have to "level up" as players just as much (if not more so) than their characters level up as characters.

    • @DUNGEONCRAFT1
      @DUNGEONCRAFT1  2 года назад +24

      Thank you for the kind words. Please pass this video on. It's not a hot take or about CR, so it will struggle to find an audience--even though I think it's pretty useful. Cheers!

    • @dr3dg352
      @dr3dg352 2 года назад +2

      True! I made an arcane trickster rogue for my friend for a one-shot adventure. He cleverly pushed a Gloomstalker into focusing on our barbarian instead of grabbing our stunned druid through unexpected use of his mage hand.

    • @Z1gguratVert1go
      @Z1gguratVert1go 2 года назад +1

      @@dr3dg352 Arcane tricksters are a favorite prestige class of mine. Nicely played.

    • @benvoliothefirst
      @benvoliothefirst 2 года назад +1

      @@Z1gguratVert1go 100% agreed. I've seen so many people say "Just start at level 3, the previous ones are too hard!" but you don't appreciate a powerup that you didn't earn!

  • @paulkemp8520
    @paulkemp8520 2 года назад +52

    Once I designed non euclidean dungeons, I needed maps, diagrams and tables so I knew where my players were, but the great thing was that one of the players was trying to map the dungeon for themselves, this was great because it confused the hell out of them, they even asked if I had made a mistake, I said no. It was a horror scenario and they were in an extra dimensional space so the clever player/character worked out what was going on, and by trial and error made it out, I was actually impressed by his logic.

  • @kewlpackstudios
    @kewlpackstudios 2 года назад +35

    Old school D&Der here, living with the modern D&D relatively peacefully. I do miss having someone at the table designated as the mapper as we adventured through huge dungeons full of loot and monsters. I appreciate the "story-time" narrative style that 5E has fostered, but sometimes it was a blast to just kick doors down, find treasure and magic items, then use all of that to build a castle, then a kingdom, then an empire (multiple times). Mapping has always been something I love about the game. Whether building as a DM or recording as a Player. It saved our butts numerous times when we were running away from the beholder and its disintegration ray or a very upset dragon that wanted its vorpal sword back. :D

  • @qnecron4695
    @qnecron4695 2 года назад +11

    I took the Professor's POV with my current campaign, up front in the session zero I told the players I (the DM) own the darkness. All races (Pathfinder 1e) that have Darkvision have been changed to Low-Light Vision. Torches and the light descriptors spells are now in use.

  • @Emanemoston
    @Emanemoston 2 года назад +21

    I love mapping. Also, years ago, my GM would let you pay to have a spell cast. 100 go per lever, so a second level spell was 100 for level one plus 200 for level 2, so 300 gold to have cast for you. I saved and saved until I had the gold to have continual light cast on a small gem. One of my most prized possessions.

  • @Evil_Tileman
    @Evil_Tileman 2 года назад +6

    I just want to say thank you! Ever since I've found your channel and adopted a lot of the rules you use, my gaming sessions have been the smoothest and most fun we've ever had. I use DCC's gritty, grimdark rules mixed with a little of different things you use, efficient character sheets, group initiative, pure hp, theater of the mind settings with my different dungeon terrain I've built, music ambience....everything. The world feels real and dangerous now. The rewards more rewarding. My players not being defined by a piece of paper is like a breath of fresh air. This is the first time I have ever had players actually cheering when something good happens, or running for their lives screaming when it goes bad. Thank you for everything you do!......and please keep doing it!

  • @daviddamasceno6063
    @daviddamasceno6063 2 года назад +32

    I'm currently playing Elden Ring, and I'm surprised to see how effective light management is in that game. Dungeons and caves can be very dark, so you must choose to either carry a torch or carry your shield (or two handed weapon). You can also use a belt lantern, which you don't need to hold with your hand, but can't iluminate as far as the torch. Having to decide the most effective option for every situation really makes the game much more enjoyable, challenging and scary. I wish I could emulate that feeling in my D&D games.

    • @krispalermo8133
      @krispalermo8133 2 года назад +6

      Cheat by adjusting the brightness & contrast of your monitor so your PC doesn't need touches or night vision head gear.
      If your place has a basement, or an unlighted back alley, take your players out into the dark with normal flashlights, then light a candle and turn off the flashlight to show them the light difference. Then blow out the candle.

    • @RabidHobbit
      @RabidHobbit 2 года назад +2

      I'd rather dungeon crawl in the Dark Souls universe more often than Faerun.

    • @NearlyH3adlessNick
      @NearlyH3adlessNick 2 года назад

      Dragons Dogma is another great game for that!! I haven't played elden ring, but, from what I've seen, I think Dragon's Dogma is a better game, imo haha

    • @elgatochurro
      @elgatochurro 2 года назад

      youd enjoy thief 2, thief 1 has the tutorial you might need at the beginning (or look it up)

  • @ARKavli
    @ARKavli 2 года назад +15

    Our group has been using Ironsworn which has a supplement called Delve which has a random dungeon maker that simply describes the area and generates threats based on the theme and location type. We have been playing more theater of the mind "play to discover." It's been fun and easy on my new no-prep GM style. I sometimes think being too abstract takes away some of the tactical decisions, but I work those into the narrative as best as I can. We've been having a blast and I've been enjoying playing solo, too.

  • @Krooks44
    @Krooks44 2 года назад +2

    Loved mapping. It was something that my DM had me do and then I would leave the session with an awesome map that I drew and explored. Doesn't always work but it does add to that sense of exploration

  • @bocconom
    @bocconom 2 года назад +20

    Mapping rooms and hallways in game is one thing (though not without its issues). But to map caves in game, etc. that aren't uniform can be a nightmare. I am open to hear how other DMs handle mapping during game play. This video came at a perfect time for me as I am in the process of starting another campaign.

    • @graphthis2249
      @graphthis2249 2 года назад +2

      I approach both the same way. When I generate random dungeons from the DMG tables I just make sure the cave walls are not uniform. A cave is still going to be effectively an X by Y sized room. Hallways as tunnels with the same approach.

    • @NefariousKoel
      @NefariousKoel 2 года назад +6

      A simplified point-to-point map is probably the way to go regarding caves. Don't focus on all the winding directions of the cave corridors so much. Instead, give a mean heading for what direction the next cavern is in from the previous one and just draw a straight line between them for sanity's sake. Hand-waving constant curvy and uneventful cave passages is easier. Notably if you, as GM, made such a point-to-point map from the original beforehand.

    • @brandonk9462
      @brandonk9462 2 года назад +8

      Remove the abstraction. The turns and bends do not matter, if you remove all that fluff mapping a dungeon is the same as reading an isometric map. You only focus on the thing that matter even if there is clutter built up all around it.
      For mapping just make yourself a simple legend. Square for rooms, circle for intersections, triangle for traps - it really doesn't matter just what ever you are able to understand.
      I start outside a cave I draw a square and label it entrance, we walk for 40ft or 10mins to an intersection I draw a line to a circle, I label the line with the distance or tie what ever I am tracking. This intersection let say is a T, but i can see from my torch both paths seems to bend and turn like crazy. To draw it, it still just gonna be straight lines to another shape for me. from circle 1 i take a left and all the turns and bends there is no other path I will end up at square 1 (room 1) the line just circle to square just tells me the distance/time it took me to get here. I didn't have to draw an insane amount of twists or spirals that my DM describe. The important information the distance/time/location/path have all been recorded.
      We back track to the first intersection and go right following its insane path to a crossroads, again I draw another circle label it 2 - record the travel data on the line and then pick another route to follow. You repeat this over and over again till you have fleshed out the map.
      If you need information on an area or route just ask your DM, a lot of published modules give dimensions or have maps that this data can be easily provided. When you have a map with data listed on it as a player you can make informed choices. Like which rooms have a high ceiling, what tunnels you can walk side by side or single file only. You may have to prompt a DM to give this extra info if you decided to do self-mapping, but if you have a smart group all these little details can make a huge difference in the long run. For safe places to rest, or advantages in combat or the shortest paths to take when fleeing.

    • @TheK5K
      @TheK5K 2 года назад +2

      The players map doesn't have to (and very well may not) be the same as the DM's map. Many a players map is scribbled on the back of a napkin or spare character sheet, coffee stained, parts erased until the paper tears. It's an abstract tool that simulates the characters inability to be entirely sure of their bearings and surroundings when underground.

    • @TheOriginalDogLP
      @TheOriginalDogLP 2 года назад +1

      @@brandonk9462 Absolutely agree with you just a little heads up, if you dont worry much about all the turns, bends and fluff you dont remove abstraction, you add abstraction, or you abstract from the specific. Its the other way around :)

  • @jorgedasilva7665
    @jorgedasilva7665 2 года назад +7

    I love the old school Infravision instead. You don't see in the dark, you can see heat signatures though, so torches and such are still needed to navigate and to actually understand what that heat signature is.

  • @DM_Bluddworth
    @DM_Bluddworth 2 года назад +29

    Making maps & having to rely on adventure gear (ie torches, iron spikes & the 10’ Pole) is a major part of my memory of my first session of play in 1977.
    For me it isn’t really Dungeons & Dragons without mapping and limited resources, or simple character sheets. Every player should play or run a few sessions of OD&D just to get a feel of what it was like in the beginning.

    • @mrgunn2726
      @mrgunn2726 2 года назад +3

      LOL Yes, no one familiar with OSR gaming touched anything with less than a 10' pole!

    • @tomkerruish2982
      @tomkerruish2982 2 года назад +3

      50' rope, grappling hook, flint & steel,... Ah, memories.

    • @jdmcdonnell71
      @jdmcdonnell71 2 года назад +3

      Iron Spikes - don't leave home without 'em!

    • @AyarARJ
      @AyarARJ 2 года назад +2

      In my day, we had to craft our own dice from wood of an oak tree we cut down with a rusty butter knife before we even thought about starting a campaign!
      No, actually I sort of agree with you. Altough I agreed with you when AD&D came out and that "PHB" thing heh. Always loved maps in the modules and grid paper (and pencils...I make a lot of mistakes).

    • @tomkerruish2982
      @tomkerruish2982 2 года назад +4

      @@AyarARJ Wood? We would've killed for wood! In my day, we had to break off pieces of our own femurs if we wanted dice!
      (Yorkshiremen skit from Monty Python - a classic!)

  • @rujonesin1
    @rujonesin1 2 года назад +44

    I've recently grown tired of the 5e version for many of the reasons you state in your videos. I LOVE the added element of death being decided by a simple decision of left or right! OSE and DCC have renewed my desire to keep playing!

    • @paulkemp8520
      @paulkemp8520 2 года назад +8

      The DMG gives alternate rules which I use, healing kit dependency and the one that makes a long rest a week instead of 8 hours. I add a few more bits and bobs, sometimes run a level 0 too. Only reasons I use 5e is that it's simple, popular and current, otherwise 3.5 and pathfinder all the way (for D&D) or run another more fitting game.

    • @krispalermo8133
      @krispalermo8133 2 года назад +1

      @@paulkemp8520 3.5e Green Ronin " Vampire Psion," source book. Optional rule on " Staking a Vampire."
      minus 4 to hit, it is a full round action and provokes an attack of opportunity, follow with the vampire must make a Will save vs damage dealt or fall unconscious even at full hp.
      So a shield wall of PCs and a back up using True Strike spell with a wooden stake spear or crossbow to drop the vampire.
      Also of note, my last group gaming shop 15 years ago played Whitewolf/World of Darkness: Vampire d10 system which had one hit kill rules, so we blended them into our D&D games. So a single point damage call shot to the neck leads to a Fort save DC:10+1 dmg dealt or die cause of a nick artery.
      System of full round action, adjusted with the feats Improved Initiative, and weapon focus, along with rogues sneak/flank attack modifiers and bluff with quick draw, then it is
      Attack roll vs defender's Reflex save, then dmg vs Fort save to see if it goes into kill effect. Although wise dmg causes temporary constitution dmg.
      There are videos covering people in real life that took arrows into their heads and still remain conscious and in pain, along with small caliber gun shots at point blank range. My shop did have a bit grim dark where PCs flop on the ground from mortal wounds for dramatic effect. Samuria show downs of quick draw single cut effect kills and a Phantom of the Oprea where PCs tried to strangle the other from behind by grabbing the neckless of the stage singing rival leading to a Dillinger pistol shot to the back of the head. Reflex save turn the 1d6 shot dmg into a glancing blow which took off an ear, and a hip toss put the sneak attacker through a third story window. We used the WotC Star Wars rpg rules of wound point dmg on critical roll failure and due to a failed Reflex save roll, the fall dmg went strait to the constitution score for dmg.
      Other note when I ran a game at the shop, I had everyone start with three of five PCs each, with a bonus 10 temporary points to each ability score along with a bonus of of 50hp.
      They knew it was going to be a horror slasher game with gruesome one hit kills for dramatic effects.
      a.) Peek around a corner and failed a Reflex save and have half your head took off by a thrown great axe.
      b.) Exhaustion of str/con during wrestling with a large dog, failure leads to a quick death by a bite to the neck. " How to kill PCs without using hit points. "
      c.) Rolling down a staircase being swam by rats in the dark , take 1d6 from rolling down the stairs, then there is dealing with the rats follow with 1d10 or more point of Wisdom temporary sanity points dmg from dealing with the rats in the dark. " Call of Cthulhu small squid, carrion crawler crab or other freakish monster. Go with slow combat kills of being stalked.
      d.) Everyone plays a stander poker playing card casting a vote of odds vs evens in voting if hit points would save the PC from that given death trap monster or not.
      Closing note my old DM will run a dungeon where you could kill off everyone there, or team up with lesser goblin/humanoids and take out a bigger threat to everyone there.
      Classic game " Twilight Citadelle," where you have dragon cultist growing a cursed tree, a baby red dragon, kobolds, goblins, and the PCs adventures. With enough players at the game shop, everyone pulled an index card to see which faction they were playing that day.
      One player PCing a human necromancer, " Did that over size bleeping lizard just F-ing Meowed at me like a bleeping over size house cat ?!"
      Gnome, " The baby red dragon is playing Cat & Mouse with us."
      Necromancer, " Ah . F**K ! I know what cats play with mice and birds result like."

  • @phaedruslive
    @phaedruslive 2 года назад +14

    I've always thought of the mappers job as the most fun one in the group. I remember making maps with grid-paper when I played the wizardry games years ago and it was the most engaging part of the game. I guess I don't understand why a group wouldn't like doing that.

    • @jwkrayer
      @jwkrayer 2 года назад +1

      My players never liked mapping. I think they felt a compulsion to get the map "right" and worrying over every square was not fun. But as a DM I miss it.

    • @phaedruslive
      @phaedruslive 2 года назад +1

      @@jwkrayer I suppose you could also have a reference shape for the rooms to make it easier. Sort of like individual tetris looking pieces of paper.

  • @himesjb
    @himesjb 2 года назад +3

    Thanks, PDM, for putting this question in context of how the game has evolved! As I've watched more videos like yours in my own D&D 'renaissance,' I've seen more clearly the usefulness of mapping for different adventure scenarios. And thank you for the shout-out!!!

  • @BobWorldBuilder
    @BobWorldBuilder 2 года назад +1

    Great topic! Maps feel so integral to the hobby, but they’re only necessary as an aid-much like the character sheet. They’re not a thing to base your decisions on!

    • @timothygutierrez
      @timothygutierrez 2 года назад

      Looking forward to the world builder’s take on mapping. Just heard a interesting discussion of aphantasia and it might take a role in how much a player can deal with theatre of the mind and mapping.

  • @jodykropholler9108
    @jodykropholler9108 2 года назад

    Great video, PDM. I really love your 'hands on' direct tutorial kind of videos like this. I find your insights on "how to" super interesting!

  • @aaronfrey4418
    @aaronfrey4418 2 года назад +4

    I love using maps. When I started playing as a kid, I would always make the maps. It's one of my favorite parts of the game.

  • @jasonp9508
    @jasonp9508 Год назад +1

    I remember when the 1e Wilderness Survival Guide came out and we were confused, like, “There’s stuff outside the dungeon??” Nowadays we play a modern style D&D but still gotta drop in the occasional graph paper dungeon for nostalgic fun! I love making maps as a DM but often don’t need to or don’t have time. True for cities and overland as well as structures and dungeons.

    • @DUNGEONCRAFT1
      @DUNGEONCRAFT1  Год назад

      I have that book on my shelf. That was a good one. Thanks for commenting!

  • @dualphoenix9266
    @dualphoenix9266 2 года назад +1

    Your Channel is making me so much better thank you.

  • @captcorajus
    @captcorajus 2 года назад +7

    I couldn't agree with you more Professor. This is exactly where 5E lost me. Too many things break the opportunity for tension, and danger, which for me personally are some of the best parts of the game. Mapping is a great tool for exactly the reason you said, and that was a great example. Great video, thanks!

    • @NoActuallyGo-KCUF-Yourself
      @NoActuallyGo-KCUF-Yourself Год назад +1

      Without heroes like Professor, Captcorajus, and Runehammer, I would have completely given up on this hobby.

  • @thesonofdormammu5475
    @thesonofdormammu5475 2 года назад +4

    One of the best parts of playing back in the day was comparing the players' maps against the actual map. Sometimes they would get it perfect and sometimes they would be SOOO off. My players also never used graph paper. It felt more authentic that way.

  • @bengamingames5002
    @bengamingames5002 2 года назад

    Great examples, both super fun experiences!

  • @nubrandgamingvenue
    @nubrandgamingvenue 2 года назад

    I like the episodic feel of what you described here. Mapping is essential for my settings. Mapping allows me to create another dynamic element to my gaming sessions, Fog of War! This opens up additional avenues of mechanical techniques to work into the session using tokens, blackout cards or even add as you go terrain builds that provide an element of surprise.

  • @larrystehle3729
    @larrystehle3729 2 года назад

    Short but very informative video! Thanks!

  • @Minodrec
    @Minodrec Год назад

    That's an awesome video. I'm always amazed by how much of your videos didn't make my YT recommendation.
    I have since clicked the bell icon. Only channel that diserved it.

  • @holdmybeer2894
    @holdmybeer2894 2 года назад +5

    I've been playing since 2.0 and always loved the life or death resource management to the older editions. In my experience a lot of mapping can be circumvented by clever play such as leaving behind breadcrumbs or marking areas the party has been. I love the idea of good players over good characters, newer players won't appreciate the struggle of keeping your 10 stat average character alive through clever play and lucky rolls, where every session felt like you were cheating death. It's something I've been trying to experience again.

    • @elgatochurro
      @elgatochurro 2 года назад

      Savage worlds: you can take up to 4 wounds before becoming unconscious, no hp, just wounds, each wound hurts your potential roll outcomes, AND you can take multiple wounds due to lucky rolls
      highly reccomend

  • @asthmatickobold7844
    @asthmatickobold7844 2 года назад +3

    I think mapping was part of how Gygax ran his early games in his megadungeon, Castle Greyhawk. If characters wanted to explore an area that they made a note of in a previous session, they better know the way there. I also remember the rulebooks saying that a party needed a mapper and a "caller," someone who relayed declared actions from the players to the DM. This is also something no one does.
    I have to ask though. Isn't the rule about torches too "realistic" for a game that includes gigantic flying reptiles that breath fire, half-man half-horse creatures, and a woman with snakes for hair?

    • @krinkrin5982
      @krinkrin5982 2 года назад

      According to the rules, since 3rd edition, a torch lasts 1h, but it might have been shorter in 1st and 2nd edition.

  • @drowbane2259
    @drowbane2259 2 года назад

    I have found that if you are running an exploration type game, mapping is be very important. Not just for getting out of the dungeon itself (and not getting lost) but also for figuring out the best places to search for hidden rooms / areas. Sometimes it becomes very apparent where there is a hidden room because you have a "gap" in your map. Then you can make sure to search that area.

  • @nordicson2835
    @nordicson2835 2 года назад

    I can't help but think how bloody lucky a player would be to play the first game ever with you as the DM !

  • @denisnadeau865
    @denisnadeau865 2 года назад +2

    I also use different tools according to the situation: I use theatre of the mind, dry erease maps and virtual maps (on a self-made small table with a built-in tv).

  • @biffstrong1079
    @biffstrong1079 17 дней назад +2

    I love(d) mapping in DND. I am currently playing in a non-mapping game and at times I have trouble telling where we are. I find it less fun. It's workable but generally have less idea where we are. I've stopped worrying about where we are which disengages me from the game.

    • @DUNGEONCRAFT1
      @DUNGEONCRAFT1  16 дней назад +1

      I run for kids and some just LOVE drawing the maps!

  • @timothyyoung2962
    @timothyyoung2962 2 года назад

    I haven't played a D&D game in quite a while. My group is mostly focused on cyberpunk now with the occasional horror game. The last D&D campaign I ran was a low magic setting with almost no none humans that I based on the Cthulhu Mythos with a magic-centric dark ages style. Almost all those games were tense (not to mention highly deadly) and while there were plenty of bad guys to slay (deep ones, ghouls, etc.) there were lots of things to just run from. We tended to use maps in the games most of the time, but I'd often have the players map the area as they go or force them to recall how they came and went. Now in my cyberpunk games, where there are massive mega blocks, corporate business centers, and highway chases, we tend not to use maps because drawing out an entire massive corporate business center would be daunting to actually capture the scale. I rely on a decent amount of description and emphasize important areas like a food court, elevators, an area with some sculptures, a security booth, etc. I describe the general area but do so in a way that allows the players to remember key areas that can be helpful. And since cyberpunk is close to a modern style setting than an over sci-fi one, some things can be assumed like vending machines in the food court (good cover), pillars in a subway station, tons of cars on the highway to weave through, crowds of people on the streets (cover, meat shields, innocent by standards to worry about). And if players ask if something is around I did not describe I either say it is or have them roll if there is a chance it is not (is there a fire extinguisher? Food court yes, the lobby... well roll for that...)

  • @FarmerRiddick
    @FarmerRiddick Год назад

    One thing I will always love about olde D&D is the fact that one has to think beyond tactics and charts. There is simple logistics as well. One's characters life is rather dependent on such things. No fluff that cushions a bad decision. Either your character lives or dies based on those decisions.
    Although in AD&D 2e, there came this spell called, 'Resurrection'. Although it did have costs associated with it that started that slippery slope to a giant fluff ball that apparently exists in what little I know of 5e.
    My grandson will soon learn that fluff balls do not exist in my game!

  • @epochrpg
    @epochrpg 2 года назад +3

    It's also not a terrible idea to make abstract maps where it's essentially a flow chart connected by lines. The different lines would represent different corridors and turns without you having to draw the rooms to a certain scale or draw out the hallways

  • @Omar-st8hh
    @Omar-st8hh 2 года назад

    What a coincide that i was looking for this topic today!

  • @TheLukeFalcon
    @TheLukeFalcon 2 года назад +13

    I use maps because of direct player feedback: they agreed they prefer playing with maps. And character tokens.

  • @knghtbrd
    @knghtbrd 2 года назад

    At the risk of summoning Lindybeige, it's probably worth pointing out that one generally wouldn't carry a torch into a confined space like a dungeon. We generally (too often) think of dungeons as being hallways and rooms and doors, like a common building except maybe stone. These are warrens and caves. The ceilings are not high, the walls are not smooth, and neither is the ground. They're more tunnels than anything. Either they're natural caves or they've been burrowed out. In the latter case, they won't be larger than they need to be (so a warren for small-sized goblins might be very tight at best for mid-sized humans and too small for your 7 ft tall giant-blooded barbarian…)
    The point there is: Small space. Torches are pretty big fire that sputters, sparks, SMOKES a lot, and burns out quickly. Not the sort of thing you'd use in a small, confined space where you want to not burn things and/or breathe! What would you use? Lanterns probably make the most sense. Either containing a candle or tallow or oil and a wick. Oh, and that poses its own challenges during combat (not that a torch wouldn't!)

  • @repillager
    @repillager 2 года назад

    Always enjoy your show.

  • @Pelusteriano
    @Pelusteriano 2 года назад +7

    I think one of the reasons why we as DMs feel cheated with 5e's darkvision is because we forget to use appropriate rules:
    - Creatures with darkvision see darkness as dim light, and dim light as bright light.
    - Sight-based Percepcion checks made in dim light have disadvantage.
    - Sight-based passive Percepcion has a -5 penalty.
    - Vision is limited to shades of gray.
    - Being outside during the night is considered darkness, even with a full moon.
    If your players have races with darkvision and decide to go through the dungeon without any lightsource, they're gonna make lots of checks with disadvantage and everything will sneak on them since they have a harsh penalty on their passive perception.
    I always remind all of this to them before they enter a dark area, "Guys, you can go inside without any light if you want to, but this, this, and that will happen if you don't do so. Also, the enemies can spot your light from afar." Which leads them to decide if they're going to use the Light spell, a torch, a candle, a lamp, etc., since each one have different radiuses.

    • @GonzoTehGreat
      @GonzoTehGreat Год назад

      Indeed, it's always a good idea to carefully read the RAW!
      Your first point is the reason why my Cragmaw Hideout (in my version of The Lost Mine of Phandelver) was illuminated with wall bracket torches, even though Goblins have darkvision.
      These caves only appeared dimly lit to humans, but for Goblins there was enough light for them to see clearly, giving them a distinct advantage.

  • @Mega1russell
    @Mega1russell 2 года назад +1

    Something I have been considering due to the fact I Iike to use dungeon tiles, is to essentially only have the current room on the table unless a player makes a map. For example if the players were to go through a corridor into a room I would remove the corridor from the table, but if they were making a map, I would keep the corridor on the table.

  • @lugaruclone
    @lugaruclone 2 года назад

    Recently had to 'run a maze' for an in world tournament and the DM showed me the map for like 1 second and then had me navigate. It was cool that the map I drew in paint as I moved around was not that far off from his. Mapping is fun, when needed, and a pain when not.

  • @doublekrpg
    @doublekrpg 2 года назад

    Our pal Sly Flourish has a great article called "Darkvision Isn't As Good As You Think" which is a great read. I think you mention it in your other Darkvision video, but the summary is that with only Darkvision and seeing in the colorless dim light it provides they also have -5 to Passive Perception (chptr 7 Players Handbook). Torches still required!

    • @doublekrpg
      @doublekrpg 2 года назад

      But yes, it's dumb and every race shouldn't have it.

  • @arcanecontent
    @arcanecontent 2 года назад

    What do I think? The way that you use mapping is fantastic, because finally, some of the features of the keen mind feat become really useful, like innately knowing which way is north in every moment. Of course, the perfect-recall part feature (which lasts a month) is very useful, but I always encounter people saying that the other features are not useful so this amps up the feat's overall grade.
    You've also inspired an idea in me to try to somehow rotate my online maps while players characters are inside of them, while the players can only see a small part of them so to further accentuate the natural orientation process. Thanks professor. :)

  • @xychoticbreak5198
    @xychoticbreak5198 2 года назад +5

    I do like mapping in concept, but execution drives me up the wall.

  • @markgnepper5636
    @markgnepper5636 2 года назад

    Great stuff friend 👏 👍

  • @tubebubereboot6873
    @tubebubereboot6873 2 года назад +3

    I've got a story about 5e and seeing in the dark. The very first time my wife played any form of D&D, 5e to boot, was on Roll20 with a DM who was using dynamic lighting. With dynamic lighting set up, your view is dependent on your token's position, and the lighting or darkvision your character has, plus anything that obscures your vision. Since walls block vision, your limited view of the map becomes a big part of your specific experience. For example, a Drow character token set up properly can see 120ft in the dark, while a Dwarf can only see 60ft. That Drow's player might see a monster's token on the map before the Dwarf's player does.
    However, my wife was new to Fantasy RPGs and chose human because she understood it. Humans in 5e have no darkvision. Not surprising with 5e, everyone else chose some race with darkvision. Fast forward to the first dungeon. No one has bothered to light any lights, since they can see, and she only gets a completely black screen. Since it was also her first time playing Roll20 and D&D, she had no idea what was going on, and figured this was just like the first part of the game, where there were no visuals, and it was roleplaying and description. So, she listened to the theater of the mind, all about the rooms, where people were standing, and eventually the creatures. Then people started saying things like, "I'm going for the one over here." and "That monster's token is gross." when she realized that something was up.
    "Am I supposed to be seeing anything?" she asks.
    Everyone pauses. "Yeah, the dungeon? The monsters? Why, is your browser not displaying anything?" asks the DM.
    "I just see my token in a black space."
    "Oh, oh... Oh yeah you can't see in the dark."
    By this point her real life fear of dark and underground spaces, which had started bothering her the moment they described entering the dungeon, went in to overdrive.
    She starts groaning, "I can't see!" and breathing heavy. Privately she turns to me after muting herself and says "I don't like D&D."
    She did all the things you normally do, like use torches, dancing lights, and so on to help. At least, after she realized she could do those things, and they helped a little, but that initial experience took her months to get over. The party eventually took several sessions working on earning some sort of device that would give her magical darkvision, with the DM's approval. But before that, she didn't really enjoy D&D.

    • @khpa3665
      @khpa3665 2 года назад +1

      Yeah. This is why I always recommend talking about safety tools like lines & veils in a Session 0. Tapping into RL phobias just isn't fun, and fun is why we're all doing this.

    • @krinkrin5982
      @krinkrin5982 2 года назад

      @@khpa3665 What are lines and veils? This is the first time I hear about them.

    • @harrison3207
      @harrison3207 2 года назад +1

      @@krinkrin5982 lines and veils are considered 'rpg safety tools'. Lines are do not cross. Under no circumstances do I want this to be included in the game implied or otherwise (for me that's sexual violence). Veils are things that would make you feel uncomfortable roleplaying and would prefer to 'fade to black' during those moments but you are okay with it happening of screen. For me, that's torture and suicide. I don't want those described in morbid details but I would be fine with coming across a torture chamber not in use or being told about the suicide of a character after the fact. Hope that helps

    • @krinkrin5982
      @krinkrin5982 2 года назад +1

      @@harrison3207 That was a good explanation. I think I should start including this in my session 0. So far I have been putting out a questionnaire regarding various genres, like horror and intrigue. Note that unless you put in high horror, I wouldn't have included the things you mentioned. Having a specific list from the players in addition to that might be better.

  • @rexhazelwood7302
    @rexhazelwood7302 2 года назад

    fantastic video. Many a moon ago, I did something similar with a party (average 4th level). they were investigating a small village where everyone mysteriously vanished. They found a Goblin lair not far away that was responsible for taking the villagers. they did decide to map and then delved in. By the end of the night, they drug two of their comrades' bodies out and were high-tailing it to safety.. Now I have only played a Hybrid of 1st & 2nd edition D&D and these Goblins were nothing special but in my world, they typically live underground and they fought just like anything else would, to defend their home. I did allow Infravision ( not sure how different dark vision is) but, there were several problems the party had to deal with . Too much light ( i.e. a torch) limits its usage & the torches also lets the Goblins know exactly where the group was at all times. The Goblins also grew a lichen that lined the caverns, that gave them just enough light to use their own infravision, but others ( like elves) had not trained their eyes to see with it. once the party recovered, they did go back and was able to rescue what was left of the villagers and exterminated the goblins. Probably the biggest reason they were successful the 2nd time around is because someone had the foresight to map as much of the lair as possible. As a player, never be afraid to use mundane tools at your disposal, they may one day save your life.

  • @python27au
    @python27au 2 года назад

    I have a question. What is the convention for giving directions? Eg if i say “the corridor goes straight for 30’ then comes to a T” does that mean there a three ten foot squares and you hit the wall on the forth square? or that there are two squares and you hit the T on the third square?

  • @cybernoid001
    @cybernoid001 2 года назад

    My first memories of D&D were similar that the DM would describe the area/room and no one would make maps and I found it fun to start making them.
    Even with other experienced groups, everyone finds it interesting that even with actual map packs supplied by the DM, I still make my own copy of each dungeon we explore.
    And there have been times, sometimes months later, that we go back to the same dungeon and because I mapped it out, I notice discrepancies and my character is then able to find secret passages from new walls added by the new inhabitants.

  • @BW022
    @BW022 2 года назад

    Great video. In my 40+ years of DM'ing I've learned you use maps to enhance the game.
    1. Sure, make players map is to heighten the unknown or danger.
    2. Sure, use a battle map and draw the map as they explore to save time and allow exploring and running combats.
    3. Sure, show a specific character an outdoor map with positions because they are a ranger and would know that sort of stuff.
    4. Sure, give them a fake map by the bad guy and watch them get hopelessly lost. Same thing with a misdirection spell, shifting dungeon, or teleporting rooms.
    5. Sure, I once drew out an encampment for the players and had them arrange their sleeping positions in the wilderness only to have the guard freak from a noise, wake everyone, and have a pheasant fly out of the bushes.
    6. Sure, I've drawn out rooms for social encounters just to give the players a better sense of the place, or to heighten the encounter with the threat of combat.
    7. Sure, I've given the players the map at the point where they've explored enough.
    Do what you have to. Maps are a tool. Use them to enhances the game, drop them if it doesn't.

  • @Goshin65
    @Goshin65 Год назад

    As you say, it depends. I often just rough-map things, or stick-map it. For instance, in one underground scenario (I don't do that many) I said "the tunnel continues for a couple of miles, no major turns or dips but it is hard to tell if it is straight..." not map friendly! And mapping out a major city as if it were a dungeon is a waste of time...

  • @markhill3858
    @markhill3858 2 года назад

    the rolling for torch thing .. brutal :)

  • @ricksherman34
    @ricksherman34 2 года назад

    I use Roll 20 and if you want that exploration vibe you can use the dynamic lighting feature. I also hide things on the GM layer and then place them into the token layer when I want to unveil something to keep nosy players from discovering too much 😁 For me as a player and GM , theatre of the mind just doesn't cut it. I have to see where everything is in relation to the map. My preference though. If TOtM works for you , have at it.

  • @TurboWulfe
    @TurboWulfe 2 года назад

    Don't forget the beloved 10 foot pile, it saved my characters life more than once

  • @bonbondurjdr6553
    @bonbondurjdr6553 2 года назад

    Could you make a video on how to break procrastination, blank page syndrome, and how to make generally good dungeon maps in a single video? It would be very good and very useful! Thanks a lot! Keep up the great work!

  • @squirrellordsgaming2772
    @squirrellordsgaming2772 2 года назад

    This is a good video, good job!

  • @lankas
    @lankas 2 года назад

    Great video!

  • @webslinger325
    @webslinger325 2 года назад

    I use 4x4 tiles from a stack we draw from, draw every time in line of sight with tables to roll on foe normal or event tiles. Random dungeons is the way to go. Inspired by the dnd box sets. But no made mine with dual sided reversible stick in tile. So the opposite side is fully open grid. Other times I just like using the spinning 22 inch wooden disk on the table, using jenga peices for walls.

  • @blitzthekraken9832
    @blitzthekraken9832 2 года назад

    A narwhal is the unicorn of the sea - very fitting for professors school mascot. To map or not to map is the question? A little bit of both never hurt is my answer. Anything that can derive tension from other then combat is a good thing in DND.

  • @mrgunn2726
    @mrgunn2726 2 года назад

    Great update! OOSR ways are best... yes, yes feel the strength and power of the Old Ones School of Roleplaying! :D I agree mapping can be kool, but could be cumbersome.
    If folks want to simulate mapping you can take a page from Five Torches Deep 'Supply Rules' and use the PC's Intelligence attribute as a way to simulate the mapping, the the DM can roll against the PCs Intelligence and inform the player yes this direction feels right, sorta like Gandalf in Moria. You could also use this method to provide players with a pre-drawn map, or just a list of directions, 50' then left 100' then right 30' a large 50'x50' room with three doors two on the left and one straight ahead.

  • @KrustalHersh
    @KrustalHersh 2 года назад

    Do you have guidelines for how and when you prompt the players during a dungeon delve? If they turn right and it leads to a 50' long hall so you just explain the long walk in the dark and prompt when they get to another intersection or room? Or do you prompt periodically?

  • @PhyreI3ird
    @PhyreI3ird 2 года назад +1

    Oooooh I REALLY like the idea of players having to make the map themselves. I don't know how I never thought of that. I recently started running a Daggerfall (Elderscrolls) campaign and if my players get into any dungeon delving I will absolutely have them be making their own map.
    Also, Daggerfall players: don't worry I'm not going with the Byzantine, antfarm style dungeons WHILE having them map it themselves lol. Crushing the characters' sanity is one thing but the _players'_ is a bit too much!

  • @tomdulski6616
    @tomdulski6616 2 года назад

    I used to love mapping on graph paper back in the 80's

  • @Meeeeeeeestery
    @Meeeeeeeestery 2 года назад

    Nice point! And thanks for ponting out that it isn't necessarily a matter of system as Dragonlance made AD&D, namely a classic system, enter the realm of epic quests and drama long before any modern version of D&D was even dreamed of.

  • @commandercaptain4664
    @commandercaptain4664 2 года назад

    This falls along the lines of what players' responsibilities are in terms of notation which I'm still learning how to balance without it seeming like homework.

  • @matthewkirkhart2401
    @matthewkirkhart2401 2 года назад

    In addition to your great points about the synergy between light/food/water and mapping in dungeon exploration adventures, I think you hit on another very important point here in that mapping is important in "exploration" scenarios of pretty much any type. By its very nature, exploration involves possible dangers, either through monsters occupying the area, traps, tricks, or other nastiness, as well as the possibility of becoming lost. If I get lost in a town occupied by friends, so what. No big deal. If I get lost in a dungeon occupied by monsters and traps and start wandering around randomly trying to find the exit, that's a big deal as it increases my chances of being killed. Another issue where mapping helps is in having a greater chance of dealing with the dungeon tricks designed to produce becoming lost. Teleportation chambers, magical or mechanical rooms that reorient during the time the PCs enter and they leave the room, and other types of tricks can cause the PCs to easily become lost. But if they have a good map they may be able to realize where they are. And finally, mapping helps with immersion in an exploration game. The point is that the PCs are going into the unknown and every inch of that unknown area is potentially deadly. Drawing what it looks like in a 2D space can help the players get a better sense of what it is like for the PCs. This new environment in its entirety is better "seen" by the players with a map. The thrill as a player of recognizing that the sound of water heard up ahead in an unexplored area of the dungeon is likely the same underground river crossed over 10 rooms back, and getting a sense for the "wholeness" of the underground environment, is really fun I think. It makes this "unknown" world seem more "real" to the players.

  • @meatballwanger
    @meatballwanger Год назад +1

    This is the best thing I ever saw.

  • @eatencheetos3937
    @eatencheetos3937 2 года назад

    Great video, I found it just in time too 😅

  • @RobertWF42
    @RobertWF42 2 года назад +1

    In my next campaign the players will come across the remains of an adventurer still clutching a bloodstained map.
    His last map update was the spike trap that killed him.

  • @GreylanderTV
    @GreylanderTV 2 года назад +1

    Map Pros: (not mentioned in vid) (1) contribute to verisimilitude - GM didn't make it up on the spot; (2) discovering connections, alternate/secret routes-it's when players realize how things connect that they get a thrill of discovery; (3) using the map layout for strategic/tactical planning-it needs to matter; (4) give players a more concrete sense of place-makes theater of the mind a bit easier. If map does none of the above, probably pointless.
    Map Potential Cons: (1) prep time potentially spent on a lot of detail that will never matter; (2) taking the map too literally-limiting assumptions about what is there/what is possible; (3) map-based meta-gaming(edge of page, blank areas=secret room, etc).
    Alternative to maps: Artwork! Google up some fantasy art that fits the location/scene. Have your players indicate where they are by placing tokens on the image(can even enlarge/shrink tokens to indicate depth/distance). Don't worry about grids-estimate reasonable distances.

    • @tuomasronnberg5244
      @tuomasronnberg5244 2 года назад +1

      I like the idea of using artwork instead of room maps. It also provides visual cues what the characters can interact with.

    • @GreylanderTV
      @GreylanderTV 2 года назад

      @@tuomasronnberg5244 Exactly! It gives players a strong sense of what is actually there, plus a lot of "flavor" and "mood".

  • @asylum8934
    @asylum8934 2 года назад

    question for DMs , if the party loses visibility in the dungeon via the torch going out, how do you run the game from then on?

  • @Robcockulous1
    @Robcockulous1 2 года назад

    Spot on! We used to map EVERYTHING! It was a game within the game.
    If a dungeon only has 5 rooms, it isn't a dungeon, it's a daycare center.

  • @wesc6755
    @wesc6755 2 года назад

    Drawing on graph paper is silly. We just do node graphs. A circle named "Room A" with lines going to other nodes for other rooms as they're discovered. Quick, easy, and has all the info anyone could ever need to navigate.

  • @Zertryx
    @Zertryx 2 года назад

    I usually let my players just decide if they wanna make a map or take notes themselves, its their choice. my players have learned though that note taking is pretty good to do as it helps them solve problems of things they learn through my story / dungeons and even research. One thing i never tried but could be interesting if you want a resource management style is not allow players to take notes or map unless their character has ink and paper.

  • @erikoftheinternet
    @erikoftheinternet 2 года назад

    Agree completely
    Asking if you should map in D&D is like asking if videogames should have hitpoints. The question you really should be asking is "what kind of game do we all want to play?"

  • @zaclassiterdrums
    @zaclassiterdrums 2 года назад

    Where do you find the cool 3D graph paper??

  • @xaosbob
    @xaosbob 2 года назад

    Professor DM, how do YOU structure turns in a dungeon for the purposes of resource management, wandering monsters, etc.? Is a turn roughly the length of a combat round, how far can characters move on their turn, what is the time cost for careful searching, how do you manage trapfinding and stealth?
    Deathbringer's joke at the end hit me just right, making me actually laugh rather than lol. Nice one!

  • @krinkrin5982
    @krinkrin5982 2 года назад

    I remember running the official modules for 3rd ed when I was just starting as a DM. Mapping a dungeon during play can definitely be a double edged sword. In Sunless citadel it slowed the game down drastically. In Forge of Fury it was much better and faster, also because I think one of the players was the one maintaining the map. One thing to note here: the DM in general should not draw a map for the players as they explore. It should be the players' duty to keep track of where they are. Though you can give the players a map that is already filled in (to various degrees) if they can procure it from somewhere in character.

  • @tkc1129
    @tkc1129 2 года назад

    Great example!

  • @Karlmakesstuff
    @Karlmakesstuff 2 года назад +1

    Deathbringer's statements always crack me up 😂😂😂

  • @andrewtomlinson5237
    @andrewtomlinson5237 2 года назад

    One of my favourite things on VTT games is when the two characters who can see in the dark, (They are Elves from a caste who made an exodus underground aeons ago who are now albino and have REAL difficulties in any light beyond candles or lanterns...) have to tell the ones who can't see their hand in front of their face where to go when the lights go out. Having the Wall/Light feature on Roll20 leads to plenty of people bumping into walls and complaining at their friends for not being precise enough. Of course the boot is on the other foot when travelling in daylight, and I invert the light settings on the VTT, so the "Broad Daylight" map is in darkness, but the humans et al can "See in the dark" perfectly well.
    For table top games at home its a bit different.
    Back when we were kids, I decided to leave the option of mapping up to the players. And I've never had call to go back on that idea.
    I do exactly what the Prof does and give the pretty precise directions and descriptions, "After thirty feet to the left there is a turning to the right, and the corridor continues on beyond into darkness..." It's then up to them if they bother to make a map of that information.

  • @ddtalks2821
    @ddtalks2821 2 года назад

    (3:14) - Darkvision : It is NOT 'seeing in the dark'. It allows players to see in 'DIM' light as if it were lit. Complete darkness (or places where there is no 'light source') Darkvision does NOT let you see.
    This is frequently incorrectly played / adjudicated.

  • @brentnorton1602
    @brentnorton1602 2 года назад

    This is a great video.

  • @davethomas1641
    @davethomas1641 2 года назад

    Question for the channel, have you stream your campaign(s)?

  • @leorblumenthal5239
    @leorblumenthal5239 2 года назад

    I feel that if you have player buy-in for the player's mapping areas, it can be a helpful part of the game. The problems with mapping include that you may not have players interested in mapping, that it slows down play, and that it is virtually impossible to do on a VTT.

  • @davespray6644
    @davespray6644 2 года назад

    Back in the day, man, mapping was the best. Our DM would give direction and if you didn't get it right, you were in trouble. We used torches and if we got lost, we wee scared to death of running out of light.

  • @majestyc0359
    @majestyc0359 2 года назад +1

    1. Creating maps and dungeons is my favorite part of adventure design.
    2. Darkvision is not all powerful. Remember, darkness imposes disadvantage on Perception checks with darkvision (PH, page 183).

    • @dr3dg352
      @dr3dg352 2 года назад

      Oh thank you, didn't know about this rule yet!

  • @stevenbogart169
    @stevenbogart169 2 года назад +1

    My DM's maps are based on squares but my graph paper uses hexes!

  • @GonzoTehGreat
    @GonzoTehGreat Год назад +1

    I've never been a fan of player maps and discourage my players from making them. I haven't needed to use them yet.
    Instead, I draw each location by hand once the party reaches it, or reveal it to them if I have a pre-prepared floor plan available. Once they leave the location, this map is erased/hidden again.
    If the party needs to remember a particular route then I allow them to make a Homebrew "Navigation Test", using a combination of Wisdom (Perception) and Intelligence, the result of which determines how successful they are, or aren't...
    They can improve their chance of success with the help of navigation aides (such as a pet animal with a good sense of direction), marking their route as they go and/or using (divination) magic.

  • @elvacoburg1279
    @elvacoburg1279 2 года назад

    As a DM, I always have a map of the area the players will be in, admittedly some of those maps may be very basic, but they at least remind me of what is there.
    As for my players, they can map things out if they want to, all that I insist is that in order to make a map, their characters must have the materials to do so (paper, quill & ink) and light to see by.
    This is potentially complicated by the fact that I use a white board lying on a table to show the terrain and approximate all distances unless the players say that their characters are measuring the room. So a room may be 25-30 feet long by 15-20 feet wide.
    The whole dark vision thing is not an issue in my campaigns, as I DM as system called Chivalry & Sorcery, which only has a couple of races with either dark vision, and they are all underground races.

  • @rcschmidt668
    @rcschmidt668 2 года назад +1

    If you ban darkvision and the light spell, does that include dancing lights? How about using produce flame, prestidigitation, or create bonfire? Perhaps repeated castings of fire bolt would apply enough of a glimpse to navigate. Where do you draw the line on arcane illumination?

    • @DUNGEONCRAFT1
      @DUNGEONCRAFT1  2 года назад +1

      Good points. I dunno. It’s never come up.

  • @jamesavery9584
    @jamesavery9584 2 года назад

    Great topic. Since we play on mats and use digital maps a lot, the art of mapping is something of a lost skill. It would be interesting to try it again tho.

  • @youtubeused2Bcool
    @youtubeused2Bcool 2 года назад +4

    Professor,
    Longtime listener, first time caller(?). Thank you for your lessons; they've helped me understand what I've been searching for in RPGing. Can you please walk me through how to keep time? What are the logistics of how you, the DM, keep track of in-game time? Thank you:^) - Adam

    • @mrgunn2726
      @mrgunn2726 2 года назад

      Oooh, great question Mr. Ordinary! (love that moniker BTW) How does one best keep track of time in the dungeon?

    • @jesserooney2595
      @jesserooney2595 2 года назад +5

      Use the ten minute turn. Every interaction with a dungeon room takes about ten minutes. PCs come into a room and search it, ten minutes. PCs come into a room and have a fight, ten minutes. PCs come into a room and interact with the orb of dragonkind sitting on a shelf in the room? Ten minutes. This means you only have to record time in ten minute increments, much simpler.

    • @mrgunn2726
      @mrgunn2726 2 года назад

      @@jesserooney2595 I like this!

    • @carpma11
      @carpma11 2 года назад

      This is tremendous, why have I never thought of this or even heard of it??

    • @AGrumpyPanda
      @AGrumpyPanda 2 года назад +1

      I use one minute, fifteen minutes and one hour 'turns' in dungeon exploration for things like wandering monsters. An exploration turn is 15 minutes, which generally includes moving to and exploring a room, 1 minute actions are a part of that 15 mimute turn, and an hour action is four turns for the purposes of monsters moving and whatnot.

  • @wagz781
    @wagz781 2 года назад

    I usually lean towards mapping. If the dungeon doesn't have an actual, gridded map, then I at least have a general flow-chart of rooms. That being said, I have run both entirely mapped, entirely unmapped, and various place in between. I can definitely say mapping dungeons tends to be the better call. Even in your keep example, handing players a map and saying "build your dungeon" is one of the few things that lights up players' eyes with unbridled, child-like joy.

  • @gstaff1234
    @gstaff1234 2 года назад

    Love it. Great perspective on both sides. Plus I too am Anti-Darkvision (especially how players THINK it works)

  • @Khaldryn
    @Khaldryn 2 года назад

    100% Agree, sometimes you need a map, most often times you do not.

  • @thomasgrable1746
    @thomasgrable1746 2 года назад +1

    In the old days, low level characters could explore the upper levels of a dungeon, then sell the map to higher level characters who could take on the lower (and tougher) levels of that dungeon.

  • @DanHigdon
    @DanHigdon 2 года назад

    The torches thing is fantastic. Since 1 Turn is 10 minutes, a d3 for how long the torch burns really (figuratively and literally) puts the fire under the players.
    The rudest thing I've seen in old-school dungeons are those "teleport mazes" where the players will secretly and silently be teleported to another square in the maze that looks (in the direction they are going) just like the corridor that was in front of them. I like having my players make maps, but that sort of trick breaks trust enough that I know my players will be angry, not entertained.

  • @gamergirl209
    @gamergirl209 2 года назад

    I have a map that I use for combat even if I only describe the scene. That way people don't have to keep where everyone is tracked in the theater of the mind. But I do like using maps for large locations just because I don't want to have to keep describing things