Mapping is part of D&D exploration

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Mapping like many aspects of D&D can be a fun and rewarding part of the game.

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mapping and all other aspects mentioned at the beginning/opening of this video are essential to this type of gaming...PERIOD.

Squirrel-Hermit
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Me: “I really enjoy the exploration pillar.”
Them: “The exploration pillar is trash. It’s never used.”
Me: “Do you use exploration at your table?”
Them: “Nope.”
Me: “Why not?”
Them:

johnandrewbellner
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For megadungeons I print a big version of the map out, cut it up in many pieces and distribute it around the dungeon loot for the characters to find and puzzle together. So they have to map out only for a bit until they find 'someone else's' map of that part of the level. Then, when they want to venture beyond that section, they have to once again map it themselves. Sure, I end up 'giving' them a few rooms they haven't explored yet in those map pieces but for a 100+ room level that is fine. It keeps a good balance between demanding something of the players and rewarding them as well .

pedrobernardo
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Yes, thank you! I was bringing this up with my group a few weeks ago, how much fun it would be to ditch the VTT. Searching for secret doors is kind of boring when you just see the big black blank spot in the map. Having to map things out and figure things out would make things more interesting.

johnschwartz
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Here are things I think help make mapping fun. 1. A Big Dungeon with lots of doors/passages (if it's a linear 5 room dungeon, it doesn't need a map). 2. Interesting non-combat stuff in most rooms - could be treasure, traps, weird magic fountains, or just a supply room filled with bear traps and rope. 3. Allow room for negotiation amongst the sparse monster population. 4. Make impassable or very difficult to pass areas - if PC's can't pass it now, maybe they can find another way there - this makes the map valuable. 5. Monsters way above the party level that have lairs in the dungeon (provides incentive to avoid them and knowing where they are on the map becomes valuable)

witchesbruise
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Just found out about this channel but I really need sleep and not binge watch your content so I know I can’t start watching till tomorrow

mhovar
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By removing the reliance on a VTT, going old-school with a mapper and having the players create their own is vital to creating that sense of mystery and danger. If the party has to suddenly run away from the big-bad, you can ask the players to describe the way they go (no VTT for reference) - and only the mapper's character can look at the map to yell out directions. Or if they're split up - some players might have to go by memory, oh no!

I also can't understand why everyone thinks the game needs to be faster, faster, pussycat - need for instant gratification probably!

TheKK
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"The game slows down the game."

DM_Curtis
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Your opening to this video, regarding “slowing down the game”, had me out of my seat, literally. I am so tired of people using that as an excuse to do anything that isn’t a paladin divine smiting a BBEG while being toe to toe. It’s at ridiculous levels now.

johnandrewbellner
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The timing of this video is so perfect! Thank you!

turner
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I think we really need to get to the heart of what "slows the game down" actually means. I interpret it as actually meaning, "I don't enjoy this aspect of the game." It can also mean "When do I get to do something?" It's important to include active roles in your game. Maybe your character isn't actively involved in whatever is happening but that doesn't mean that you the player can't be actively contributing to the game in some way that you find enjoyable and is helpful to the fun of the group.

rolesuccess
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Back in high school about 8 of us got together for a dungeon crawl one Saturday. As we were getting ready someone asked if anyone had graph paper. No one did. We ended up getting some from the host's little brother.

dantherpghero
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Every. Single. Time. I’ve brought up players keeping their own maps, they’ve always jumped at the chance and to be frank I’m annoyed it too me so long to suggest it. It takes a shocking amount of work off the load and they enjoy the map they personally made.

Ive haven’t made them do the dungeon map (yet) but my players at least enjoy the concept.

mitchelldunn
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I remember the story you got the thumbnail from, read it in one of my dad's old Heavy Metal magazines.

OvaltinePatrol
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Great, I really want to make my GF play but she is easily overwhelmed by possibilities. So I was thinking of having her be responsible for mapping, because she loves to make lists and maps and stuff, I think your video is going to help.

simonblanjean
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"Isn't all that the game?"

I laughed so hard. This has been my point for years. All of the game is the game. I am cool with people adding to it or whittling it down, but at the end of the day the parts of the game make the game.

RoDaGrier
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This is great to show people how to map. Fortunately my Dad taught me how to map when I was young, but that was just the standard "Worked" Dungeons. I have always had a problem with "Natural" or "Blob" dungeons.

Right now, because of space & money, I have switched to using 15mm figures on a grid where 15mm = 5 feet & little "2 1/2D" low walls I put down to show the hall ways & rooms. If the players tell me they are taking the time to map I tell them the dimensions, otherwise I leave it to them to sketch things out as they see it.

juancholo
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With a dungeon, I want to just draw the map for the players as they see it. But for overland travel, I want to keep track of their movement on my own hex map, but narrate to them what they see... Because it's hard to measure distance, orientation, and time, in real life. It's really, really hard. And getting lost is definitely a thing, when trees take over your view of the horizon... Unless they have a sextant and a mapper, and spend a lot of their travel time actively mapping things out, they don't get to know where they are with any precision..!

LionKimbro
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Love this video. I have become a big fan of mapping, and this example of mapping irregular spaces is a great reference

adamdrici
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I do it pretty much like you do, except I'm a bit more vauge about distance and room shape. If a player wants to figure out the distance or get more details from inspection, I just give them the information but it costs the party a turn.
Tomb of the Iron God is an excellent example of why mapping should be important. If the players don't map they probably won't spot the hidden area where most of the treasure is!

CTMcGrew