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Malin

Why do we make tiny dungeons, with cramped maps? Real caverns meander, like twenty miles of dropped spaghetti.

And the only way to represent miles of spaghetti is a metro-map.

It'll go onto the module once it's labelled.

bindrpg.itch.io/aif

Still unsure if it should go at the start (traditional, expected), or the end (summarizes information, no need to front-load the reader's brain).

itch.ioThe Goblin Hole by Andonome, Anth0rxA horrifyingly realistic fantasy adventure
@malin so they fit on the mats you put on the table so wotc et all can also sell minis

@icedquinn
The tradition is much older than WotC minis - TSR had it as standard.

Above-ground maps were massive, but underground maps much smaller.

@malin ttrpg maps should resemble napkin sketches or drawings in sand. This is a nice start.

@malin The inheritance of miniature wargames that led to TTRPGs played with minatures and how playing on the table, with a square or hex grid becomes a restraining element, especially if people insist on nitpicking about distances instead of winging it, as most TTRPGs should be played.

@Illuminatus
Sure - precise measurements fit wargames well, but the precise measurements in most old D&D supplements were just '20 by 40 foot room'...so I feel like the audience got it at that point.

Or one could just add a detailed image of each area, separately from the map.

Or just a shit image of each area.[fig 1] You don't need much detail if the room descriptions already tell you what you need.

@malin When I discovered 'Mörk Borg' I liked a lot the implicit way distances and PC movement were treated by defining the duration of a round "A round is enough time to make an
attack (or use a Power) and traverse
a normal-sized room. There are
usually 10 rounds in one minute."