Site icon Amber E. Scott

TTRPG Thoughts: No Maps

This may be a generational thing, but I rarely hear modules referred to as, well, “modules” anymore. “Adventures” is much more common. I’ve always liked the term modules, as it suggests prewritten content that can be slotted into your existing campaign with minimal work. Modular, if you will. I generally create my own adventures, but occasionally I get tired or my creativity wanes, and a module takes some of the pressure off.

Even before the pandemic, I was used to gaming online. I move around a lot, which is great for personal growth but less great for maintaining a regular gaming group. Online platforms let me enjoy games with friends no matter where we are.

One of my current games is the original “Temple of Elemental Evil,” or as my players like to call it, “Potential Retirement Strategy.” The module is a bit out of date by current gaming standards (“No, I don’t know why there are two werewolves in a room with a magic mirror! Deal with it.”), but I’ve had fun creating additional content to shore up the plotline and get my players invested.

The hardest adaptation for me to make was using maps. The Moathouse wasn’t too bad, but after we moved on to the main temple… woof.* Too many tunnels, rooms, and secret doors. I did okay for a bit by cutting up the map and hiding areas with a fog of war, but it got cumbersome fast. Plus, I didn’t like how each game was devolving into “search the next 30 feet, listen at the door, search for traps.”

I’ve adapted my style to include a system I’m calling the New Orienteering Method Amber Produced Solo, or NO MAPS. This is how it works.

This method won’t necessarily work for everyone. My players trust when I say “there’s nothing over there” that there’s really nothing over there. I maintain that trust by not tricking them into skipping areas that hold important creatures or treasure. And my players are happy to skip rolling dozens of search checks and inspecting countless empty rooms every session, while some groups might get a kick out of that.

For us, though, it works really well. It gives the players an incentive to search new areas carefully, and gives them guidance on exploring the dungeon in a way that aligns with party goals. I can still spring surprises on them (to be fair, they WERE caught off guard by the two werewolves and the magic mirror). Most importantly, for our group of grown-ups with responsibilities, it gets us to the fun part of the evening faster. We get four hours a week to be heroes, so we’d better make it count.

*I just finished watching Only Murders in the Building, and it was SO GOOD. Woof.

Photo by Monstera from Pexels

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