Newbie question re: maps

Post/Author/DateTimePost
#1

balkan72

Aug 25, 2014 13:58:34

Another question - I haven't played D&D in 30 years and I am just getting started with 5e with my kids.  I have a Chessex map coming in the mail and I wondering how to approach drawing maps - in particular how much to show the players when.

 

For example, there's the town of Greenest in the Hoard of the Dragon Queen - the town is outdoors, and it seems there are different elevations within it, so do I just assume the characters can see the whole thing at the beginning?  Do I just show them the map from the book? Or do I draw it gradually as they walk through the streets?

 

Similary, would i just show them the whole map of the Sword Coast at the beginning of the book?  Or do I assume they don't have a map of that?

 

On the other hand, the equivalent area map in Starter Set has some secret locations in it, so I assume they don't get to see that, and then in that set there's also the map of the Cragmaw hideout on p. 9 which seems relatively simple easier to draw gradually as they make their way through the caves.

 

I know this is all simple stuff, but I haven't been able to find a clear explanation for how to do this.  Many thanks for any advice!

 

Alex 

#2

bawylie

Aug 25, 2014 14:10:18

Alex,

 

I draw all my maps before play. Most of the time, I let everyone see the full map. Generally, I lose nothing in doing so. In-world, I assume things like blueprints and cartography are a thing, as well as rumors, legends, and scrying. So it really doesn't matter if they can see the layout 90% of the time. 

 

Besides which, most buildings are designed with some use in mind - so even educated guessing coupled with a view of the structure can give you a rough idea what the place is like. 

 

Now, when it does matter (10% of the time or less), I use blank pieces of paper to cover the spots I don't want seen. I just adjust those sheets as more of the area is mapped. 

 

But the biggest reason I map everything before play is time. I like a detailed map - I often use 3D terrain and miniatures - so all that stuff happens during pregame prep & not during the game. It takes too much time to do it as we go & wastes my table time. Doing it before, I can take the time I want. 

#3

iserith

Aug 25, 2014 15:57:25

I give out maps of towns and overland maps. Maps of dungeons and the like I keep to myself generally, though sometimes they'll have a map of those places, too. If you're going to spend time drawing maps, I recommend doing it outside the game and only focusing on those areas where you're likely to need that kind of spatial representation (such as if you expect combat).

#4

alienux

Aug 25, 2014 17:33:10

I approach it similar to iserith. I give them maps of towns and larger area maps with multiple cities and roads. But I draw dungeons/caves on grid paper as the party makes progress.

#5

woif

Aug 25, 2014 18:49:44

I've tried a few different methods of intertwining Theatre of the Mind and grid maps (I prefer hex over square, but that's a different topic entirely) and I've settled on something that works well for my play style. I generally use the map of Faerun for the world so my players all have a copy of this already. From there the first time my players get to a new town/keep or something then I'll hand them an unlabeled B&W image that they can write notes on if they so choose (my group usually does). For dungeons and combats I quickly sketch out crude lines while describing the rooms, then one of my players is a dedicated map maker who sketches a copy of the dungeon so the party has a reference.

#6

onceMoreIntoBreech

Aug 25, 2014 18:51:19

balkan72 wrote:
#7

balkan72

Aug 26, 2014 6:05:21

Thanks everyone for the suggestions!! I appreciate it. 

#8

Kazadvorn

Aug 26, 2014 6:39:32

In terms of maps... both 'wilderness' and city/town.

 

Things to consider....

 

What do the PC's know about the area?

Are they native to the area, citizens of the town? If so, then there's no reason not to provide a detailed map of the town and surroundings - Unless, as mentioned above, the map provided by the adventure has 'secret' sites that the players shouldn't be aware of.

 

Is there some play value in having the players explore the town or countryside?

Is it going to be 'fun' for the players to look around? Is there anything for them to discover?

Let's say they want to find a weapon smith or armour shoppe. One option is just to have them 'go to the store'. They either already know where it is or they just ask a passerby and get the info 'automatically'. Another option is to have them search out the shop. Maybe they see other shops that might be of interest. Maybe they witness events that have a bearing on the storyline. Maybe they run into interesting, useful or important NPC's who come into the plot at some point in the future.

I guess I'm saying that, unless you've got some plan to make exploration fun and rewarding... it's best to just skip it and let the players just 'show up' where ever they're trying to get to.

(Reply to #8)

Redbeard2

Kazadvorn wrote:
#10

Thoughts_My_Aim

Aug 26, 2014 7:48:00

For "public" areas - cities and well-travelled areas of wildnerness (and also for general shape-of-the-world stuff) I let players see maps in advance (if I have them). This stikes me as a nothing-to-lose-everything-to-gain type situation. In my experience players feel more immersed in a world if they have a better understanding of what it looks like.

 

Dungeons and that, where the aim is specifically to explore, the map is usually kept secret, although again it depends - I might draw a plan of what a building looks like from the outside.