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#11 | |
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Forum Pervert
(If you have to ask . . .) Join Date: Feb 2005
Location: Somewhere high up.
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"maps for what?" Do they make maps while dungeon delving? No, because we don't play those types of games. My sister will, spontaneously, make world maps for other games, and, on occasion, when a game lasts in one world long enough (and we don't have a map), she'll give it a shot. But, really, your question is too vague. |
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#12 | ||
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Join Date: Jul 2006
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For survival horror, or exploration type games, especially dungeon crawling, figuring out the maps for themselves is part of the fun. Make those points spent on navigation and cartography skills, or advantages like absolute direction count for something if they want help. And anyone who has done Officer or NCO training can tell you that sketching a good map from ground ain't easy... |
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#13 |
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Join Date: Jan 2005
Location: Gothenburg, Sweden
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Thank you for the input.
I was thinking about dungeon maps, not overland maps.
__________________
“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius Author of Winged Folk. The GURPS Discord. Drop by and say hi! |
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#14 | |
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Join Date: Jun 2013
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If you're rather clever, you could also do it by making the areas where encounters take place (and thus you use a battlemat, making it clear to the players what the dimensions actually are) be drawn to scale, but then have the areas where the players aren't going to see the exact dimensions be not to scale, and do it in a fashion that makes everything fit. So, instead of a room that's 50% larger on the map than during the fight that takes place there, or one that has a mysterious void adjacent to it, you just draw the hallway leading up to it longer than it really is. This scheme probably doesn't work that well if you use wandering monsters, of course (unless you still only have the encounters occur in properly-mapped areas). Of course, mysterious voids are a non-issue if you're dealing with a cavern or similar rather than a manmade structure.
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GURPS Overhaul |
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#15 | |
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Join Date: May 2010
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Innkeeper's Quest: A GURPS Dungeon Fantasy Forum Quest Handle is a character from the Star*Drive setting (a.k.a. d20 Future), not my real name. |
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#16 | |
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Join Date: Jun 2013
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Personally, I'd be more inclined to just make a map that isn't to scale - maybe just make all the rooms smaller on the map than they really are, so there are voids all over the place and the players can't know if this void is actually a hidden room or just the map being poorly-drawn. Another option is to just map out the visible sections normally and have them all fit properly, without bothering to worry about where the secret rooms actually fit. If anyone calls you out, just shrug and say "I guess the map isn't quite right." Or invoke otherworldly-geometries, pocket dimensions, etc as necessary.
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GURPS Overhaul |
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#17 |
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Join Date: Sep 2007
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I'll sketch maps in play, mostly for my own benefit, focused more on connectivity than exact measurements so as to spot that empty area begging for a secret door. The goal is to have some idea where we've been in relation to where other things are, and not to forget spots (if it's a dungeon-like area). We pretty much never do the old-skool D&D "the corridor goes 20 feet, then there's a door on the left and the corridor opens up on the right. The corridor you're in goes 30' beyond that and dead-ends into a T intersection" kind of mapping.
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#18 |
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Join Date: Jun 2010
Location: Alsea, OR
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#19 |
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Join Date: Jun 2005
Location: Lawrence, KS
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I haven't run anything with a dungeon in decades. I've run a couple of things with perilous dark domains that sort of approximated dungeons, but their geometry was fairly subjective.
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Bill Stoddard I don't think we're in Oz any more. |
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#20 |
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Join Date: Apr 2005
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| cartography, mapping |
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