Maps are just one of the many points of contention in the
RPG community. Depending on who you ask, they’re either vital, a hindrance, or
anything in between. Like most things discussed in this column, it really comes
down to your personal approach. That being said, I question how necessary maps
actually are. Most aspects of roleplaying happen in the minds of the GM and
players anyway, so why even bother with them at all? One of my major issues
with maps is that they end up being too distracting. They slowly pull the game
away from the player’s imagination and trap it within the more easily
quantifiable, less exciting confines of the map. I’ve also found that they just
complicate combat, as it makes the player analyze the situation a little more
than they should. There’s a reason one of the major points of criticism
directed at Dungeons & Dragons 4th
edition stems from its perceived overreliance on maps. I just don’t think maps
are a good fit with RPGs. But that doesn’t mean they don’t have their place.
The games I run end up prioritizing the narrative and social
elements over the mechanics of the system. But I acknowledge every GM runs
their game differently and it depends a lot on the system used. Even if I find
maps to be cumbersome, a more gameplay minded groups might find them to be a
necessity. They might end up needing the rigid, easily identified boundaries
offered by a map. Admittedly, I find my players frequently asking for maps.
A complex area will be impressive to describe but every player at your table is going to have a different idea of what it looks like. In the end, I’ll do a quick sketch with my limited artistic ability, maybe adding dots and crosses to represent the party and whoever they’re up against. But even these aren’t comparable to the carefully made, grid based maps that populate many tables.
A complex area will be impressive to describe but every player at your table is going to have a different idea of what it looks like. In the end, I’ll do a quick sketch with my limited artistic ability, maybe adding dots and crosses to represent the party and whoever they’re up against. But even these aren’t comparable to the carefully made, grid based maps that populate many tables.
On that note, actually getting maps is another issue. Having
to map the site of every fight and battle can be exhausting, adding another
burden to the game master’s shoulder. That’s especially an issue if you lack
artistic ability. Even if you have that in spades, it will hamper your ability
to come up with an encounter on the spot. That’s especially an issue if you
lack artistic ability. There will also be problems if you have a modular
approach like I do, where you end up switching locations, encounters, and
enemies around for the sake of pacing and the narrative structure. Some
systems, like the aforementioned D&D 4th
edition, are built around the usage maps. I avoid those systems or just
abstract the rules as much as I can, but this might not be enough. Prewritten
adventures often provide premade maps for their stories but that’ll be little
help for your own stories. Premade maps are floating out there but you’ll end
up either recycling them or restricting the stories you tell to the maps you
can get your hands on.
Mapping out non-combat related elements is a whole other, if
closely related issue. Up until the later parts of his Discworld series, Terry Pratchett refused to provide a map for its
locales, saying that quantifying such a magical place would end up limiting the
stories he could tell or otherwise interfere with the atmosphere he aimed to
create. Game masters might find themselves in a similar position. I have a
general idea of how all a campaign’s areas are laid out in my head but I’ll
only illustrate them if that’s absolutely necessary. That also circles back to
the issue of artistic ability. A good artist can create something compelling
but most of us can only muster a crude sketch. There are plenty of RPG map
making tools floating out there but they feel a little too limited and
artificial to me. It really does take something out of your carefully
constructed world to reduce it to an unimpressive sketch or PDF. Storytelling driven
games like Durance won’t even have
any of these problems, as the mechanics are just subordinate to the story. But
otherwise, a game master has to be careful with how they use maps, as it can
easily become a burden, for themselves as well as the group.
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