I’m wondering how people use maps in their games.

I’m wondering how people use maps in their games.

I’m wondering how people use maps in their games. I’ve always been very reluctant to draw out maps for my players as I feel they have the potential to stifle their imagination of an environment. They can be very useful though, especially when describing combat positions.

I’m thinking of putting together a world map for my players to give them a frame of reference as to where they are at in their sprawl. However it would not be the traditional ‘top-down’ birds-eye map.

Whenever we play cyberpunk games I like to emphasize how vertical the the city is. I like it when gravity plays a large role as one of the dangers the players face on the daily. 

I’m thinking of drawing up a sideview map so that my players know how high or low up in the city they are at any given time since it seems to be a common thing we discuss at our table. 

Thoughts on maps? Any map-making freeware recommendations? 

3 thoughts on “I’m wondering how people use maps in their games.”

  1. I run the legwork phase generally mapless. I love doing the mission phase with a map. I used some of these maps here: https://drive.google.com/folderview?id=0BydyttBwxV1qMTZHYVpYZ1NQeU0&usp=sharing. Some mappers made some Shadowrun maps on DTRPG, one of his packs is here: http://www.drivethrurpg.com/my_library.php?show_all=1&showMe=Shadowplans+-+Pack+%231 . I used the corporate office on my last run and it worked out awesome.

    These are top-down perspective, however. I find that to be the most suitable for my style of GMing (roll20).

  2. I ran a game last night, only map I drew was a verrrrry minimalist representation of the apartment complex they were infiltrating. Essentially four squares representing the buildings and courtyard, so we could stay on the same page about where they were generally.

    I don’t really do small-scale maps for combat and stuff, unless there is something confusing.

  3. Maps! Maps! Maps!

    Sketch things down. Dry erase maps and markers are great for this. It’s not about being super-detailed but to provide reference points to fuel imagination. During a mission, a map immediately provides challenges, how to position, how to cross an open space etcetera. Let your players fill in the blanks. Player: “I peek around the corner into the courtyard, what do I see?” MC: “You are the one looking, so, what are you seeing?” This always worked well in my games. Let them describe some of the things on your map, than throw some complications at them. Player : “it seems we are lucky, as the courtyard is completely empty. There is a small sculpted pylon in the centre, topped by the large stylized logo of ABC Inc.” MC: “you are about to step forward as you notice there is a reason that nobody’s here. A wisp of fog reveals that the pylon projects a crisscrossing mesh of laser beams at about ankle height. ” 

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