tag:blogger.com,1999:blog-7817710432110712270.post4233119274600501716..comments2024-03-28T15:32:19.036-04:00Comments on Dungeon Fantastic: Mapping & Describing the dungeonPeter Dhttp://www.blogger.com/profile/14246000382321978462noreply@blogger.comBlogger1125tag:blogger.com,1999:blog-7817710432110712270.post-20127608056692856332014-12-15T03:27:16.367-05:002014-12-15T03:27:16.367-05:00I think I have always used the second method you d...I think I have always used the second method you describe: "okay, the corridor runs 30 feet north before it bends right out of sight. There's a door on the east after 20', and you can see something white - maybe a skeleton? - just in front up ahead."<br /><br />I think because the different light source ranges in Basic Dungeons and Dragons (torch, bulls-eye lantern etc.) stood out for me as a "thing." <br /><br /> I still have a habit of using compass directions for clarity (glossing over whether they had one). I think we had one character with Absolute Direction anyway. <br /><br />I suspect this was a legacy of dealing with players who liked mapping, even though that had generally been fairly rare among my players.<br /><br />I like the description of "patrol fashion" although my players never used it, preferring close formation due to the small size of their unit... I think because my GURPS dungeon games used fairly small parties; mostly a group of three PCs, sometimes with a single NPC or so they were friends with or had hired as help. <br /><br />While you can move tactically with a four man team, with mostly melee weapons and short range spells (Flame Jet and regular spells) close support was desired.<br />David Pulverhttps://www.blogger.com/profile/00857524962421597982noreply@blogger.com