Maps are a universal staple of tabletop
role-playing games. Everybody loves maps. But I recently came to the
realization that maps are, in fact, almost useless. And here’s why.
For four years now, I have been running a First
Edition Advanced Dungeons & Dragons
campaign set in Greyhawk, 150 years before the Nyrond / Great Kingdom
split. After fourteen game sessions and 9 different adventures, the
player characters still don’t own a map of their region – and
they don’t seem to need one. The ranger knows how to get from point
A to point B most of the time, and even my own “DM’s map” is
nothing more than a sketch made in 2015, onto which I keep adding
details and numbers as the campaign progresses.
One cannot even compare my lousy DM sketch to the
gorgeous map of the Sword Coast people use when they run 5E. But
honestly though, I don’t think I need much more than this little
sketch. If the PCs ever leave the area and head for Rauxes, Irongate,
or Greyhawk, I’ll just make another sketch, and continue the story.
In The Lord of the
Rings, the heroes don’t have
maps – they have guides,
which is much more reliable. Gandalf knows a shortcut to get from
Rivendell to Lothlórien.
Aragorn knows the way from Lothlórien
to Edoras. Gollum knows how to get into Mordor without going through
the Black Gate...
“Hold your horses,” I can hear someone say.
“Tabletop role-playing games stems from Tolkien and Robert E.
Howard – and these books had maps!”
Sure, I say. There’s no denying it: we are a
visual generation. The Lord of the Rings
have beautiful maps, but they’re meant for the reader. Aragorn
himself don’t have these maps, and never will. What kind of mapping
do people in a medieval world really have access to? Think about it.
Drawing accurate maps is a hard
thing. Even good old Italy is a misshapen blob on most medieval maps
– and Italy is a rather straightforward peninsula! If they couldn’t
even get Italy right, what about the rest?
Even Florida (and that is after
the end of the Middle Ages) is fucked up on some sixteenth-century
maps. Florida is even simpler than Italy, and they still couldn’t
get it right until 1820!
If I ever provide my players with a map of Rel
Mord and its surroundings, it’ll be full of hilarious mistakes and
wildly inaccurate, believe me.
And what about those beloved dungeon maps? As
Dungeon Masters, do we really
need such maps or could we possibly
do without them? The Caves of Chaos, that is okay. The
Tomb of Horrors, alright. But what
about sprawling megadungeons like the Tekumel Underworld or the
Underdark – who needs a complete and accurate map of that?
In my First Edition AD&D game, I no longer map
my dungeons. I build interesting rooms and passages – bottleneck
locations where fighting is bound to occur, and that’s it. The only
other thing I need is an intuitive chart of what that labyrinthine
complex might look like. A “dungeon flowchart,” if you will.
The Three-Tiered Room
is a complete diorama, and so is the Obelisk
Chamber. The Duergar
Throne Room and the Shrine
of No Spells both use the same basic
terrain, only with different bits and accessories. The Duergar
Maze and the Deep
Lakes don’t have fixed, pre-assigned
terrain. And all remaining areas can be described orally. I don’t
need a map.
“You went through eleven different rooms, nine
of them smallish and all of them empty except for excessively thick
dust and a few pieces of decayed furniture. No secret doors and no
scattered bones anywhere.”
“Can you map these rooms for us?”
“You go right ahead and do it yourselves. The
nine small rooms are more or less clustered around the two larger
rooms, separated by various short passages.”
Players 1 and 2 come up with two very different
maps. Roll INT checks. “Maybe the cleric was a little muddled.
There is a slight stench in the air; spores, maybe, or weird unseen
fungi... Anyway, the thief appears to be right. His map is fairly
accurate. Now, what do you want to do?”
If the players should ever decide to lure the
Duergars away from their Throne Room and ambush them in some corridor
where they can take them two at a time, no problem. I can whip up any
stretch of corridor with modular dungeon walls. “You made enough
noise banging shields together for five minutes – the Duergars are
coming. You already see five or six of them. Do you prefer a straight
corridor, a T-shape, or one with a 90-degree angle?” The Duergar
Maze sector certainly has at least one
straight corridor, one T-shaped passage, and many 90-degree angles.
I’ll build whatever I need. What I don’t
need is a complete blueprint of that rather large maze.
Again, maps are a universal staple of tabletop
role-playing games, and that ain’t going to change anytime soon.
Everybody loves maps – and that includes Yours Truly. Because a
beautiful fantasy map is like a beautifully painted Tiamat or Orcus
figure: it’s pretty nice to have, but you can
run memorable games and campaigns without it.
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