Dungeon Room Opinions: Mapping at the Table, Part 2 - Abstract Mapping Toolkit
In my last post I established my preference for Abstract Player Mapping. The summary is this: making players draw the map yields lots of fun benefits, and making sure the map they draw is abstract and minimal prevents player mapping from becoming so burdensome as to overwhelm its benefits. Today I'm going to give you some tips on how to verbally deliver such a map with as few hitches as possible. Classes of detail The first idea I want to acknowledge is that certain details (and levels of precision) are suited to specific needs. As a game master, you should always be tuned into what your players want to accomplish, and by paying careful attention to what level of detail is needed for that purpose you will save time and attention in the long run. For our purposes, there are at least three classes of detail: Visceral. The aesthetics of a space--what do the players see, hear, smell, etc? These details focus players on the world , and are therefore the most important for immer...