#dungeon crawl. also a sickos game in a way
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castleinthemist · 6 days ago
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if i had to pick standout titles i played this year that did release this year the quickest that come to mind are both shiren 6 and 1000xresist like crazy good games. so fuckign fantastic
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maximumzombiecreator · 2 months ago
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I have a question about mapping the dungeon - all the games I've been a part of that weren't theatre of the mind had the GM prepare and draw the maps, both for encounters and dungeon exploration, typically on a whiteboard or dry erase mat. What are the pros and cons on having players map out the dungeon instead? How is this handled for OSR dungeon crawling typically? I can foresee miscommunication and distraction leading to incorrect maps - how much should the GM intervene in these cases? Does player mapping slow down the game?
Typically, OSR games will have someone assigned to be the mapper, both literally, in terms of drawing the players' copy of the map and within the fiction, having their character (or a hireling) doing the mapping. In most systems, the rate of movement through the dungeon includes mapping as part of what the party is doing (hence why if you look at the actual pace of movement it's really slow.) This means that in situations like fleeing from enemies, the characters are not able to map and the GM won't give them things like measurements, just a vague sense of what they see. Similarly, it's often something that a character does while exploring a room. Someone will investigate the interesting thing, someone will keep watch, someone will be mapping the room.
Now, if you're running on a grid, then I think it's pretty much essential for the GM to draw the maps when they're needed for combat. There's no sense adding a game of telephone into the mix every time you're setting up for a fight. In this case, I think you can either just accept that the party gets some free detail when they get into a fight, or you can go all the way and just have the GM provide the map that the characters draw.
For the most part, the decision whether to do manual mapping depends on if it's a type of gameplay that you care about. Because it is gameplay. Classic D&D dungeon maps often contained elements designed to confuse and frustrate mappers. Dwarves have the ability to detect slopes in passageways specifically because dungeons would contain features like that so that the party could switch levels without knowing that they had. In that sense, incorrect maps are a desirable outcome.
Typically, a GM will only want to intervene if something has gone unfairly wrong. If the map of a room or section is so wildly incorrect that the in-world character couldn't reasonably have arrived at it, it needs to be corrected. But for small mistakes (or just tricky dungeon design) your mapper could potentially end up sitting, staring at their map, trying to puzzle out what's gone wrong so that they can find their way back to the surface. Certified map sicko (affectionate) Dyson Logos has even made Mapper's Challenge dungeons that really put this skillset to the test.
And this can lead to some really great moments! Good mapping can be a way for the party to find secret doors and rooms, with their mapping leaving conspicuous gaps for them to look into. Likewise I've had players figure out based on their mapping that a wall was thin, and opt to mine through it in order to circumvent a difficult fight. In classic dungeons, partial maps were also often part of loot. This might include treasure maps, as well. A fragmentary map that shows a secret treasure will have the mapper scrambling to figure out how it fits into the map they have so far.
It does slow down the game, but all gameplay slows down the game, right? That said, I think it's a form of gameplay that works best if there are players who are going to engage with it enthusiastically. If the party is going to be in the position of forcing someone to be the mapper, it may be better just to work collaboratively with the players to keep an accurate map of what they should have been able to map so far. But if the players are into that gritty kind of playstyle, where the characters might be sitting in a dank hole, looking at their scribbles, trying to figure out how to make their way home? It's great, it's honestly fantastic.
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