We've started using minis in our games, and it's awesome. It's improved our games in a lot of different ways. However, I suspect that there has been one drawback.
Rather than imagining the scene and using the maps as an anchor to remember certain details, I think the players (and certainly I've fallen into this trap at times) have started thinking of the game as being the map. Certainly, solutions to problems have been less creative, and I wish to return the imagination to the game. Rather than thinking of the map as the game, like in chess, I think the game would be more enjoyable (for the players) if they were able to imagine it and become immersed that way, and just use my maps, minis etc as a reference.
My question is, do you have any suggestions on how I can help and encourage the players to do so? I think this is a habit that we've slipped into without realising it, and I think even they have noticed a loss. The physical aspects are really helpful (and the theatre of mind was insistainable, really), so it would be nice if we could find that compromise or even the best of both worlds.
Thoughts?
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If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
A battle map becomes a game board to be gamed. That's to be anticipated. I don't know how to do this specifically because it comes down to idiosyncrasies at your table; but having introduced the battle map into your game, which sort of "anchors" your game into the spatial relations aspects of RAW and DM tolerance of derivation will be recognized as such, is to look back up from the game board and recognize the face to face aspect of the game. Basically to reintroduce the theater of the mind, the map needs to be recognized simply as what they call in performance spaces "blocking" and force more eye contact to recognize the "real drama" is actually taking place between people imagination. It's a hard thing, because miniatures and good maps are cool and all. One thing that may help is to introduce challenges best resolved through dialog at the table.
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Jander Sunstar is the thinking person's Drizzt, fight me.
I personally only use minis and maps when I have to - combat and dungeons where traversing the maze and positioning (so I can drop them into traps) is important. At all other times, I use theatre of the mind (overland travel, role play moments, exploring a city, etc.). Beyond that, I encourage people to still be creative in how they describe their action - not just “I move my character on the map and hit that guy” but “I run up to that guy and hit him with my axe”. Likewise, I try to describe what the monsters are doing in more detail than “he moves here and hits you.” That way people are doing more than just moving the pieces - they’re thinking through the image of what they want to do.
I've been reserving the maps etc for combat encounters or dungeon crawling (where maps tend to get a bit complex). Certainly, social encounters and so forth have still been done theatre of mind. In some ways, that's why its been noticeable - we've had something to compare it to.
I'll admit, I've become slightly lazy in my descriptions, so that's definitely a point to work on. I'd been thinking about it anyway, so that's confirmation. The face-to-face engagement isn't something I'd particularly thought of, but it's certainly worth going for. We have been slipping into staring at the map rather than looking at each other. A combination of the two - encouraging imaginative descriptions and trying to bring up eye contact is something I'll try on Friday with our next game.
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
You can absolutely use a VTT and tokens and such. Just don't put a map under them. Use a whiteboard-style grid and freehand basic block-shape representations of terrain onto it. That way players can still see spatial relationships between each other and enemies within the space, but they have to use their imagination to fill in the literal blank. They'll be prompted to ask questions about the terrain they're in and build a mental map, and if you encourage it properly they'll supply you with details.
"Are there unlit wall sconces I can ignite with my fire cantrip to help light up the room?"
"Yes, actually. Here, here, and here", followed by three star marks on the whiteboard.
All the benefits of miniature based tactical combat without choking out the players' imaginations.
Maps are great for keeping track of things, I'll be honest. Theater of the Mind is better for scenescapes, but boy is it handy to keep track of where everything is.
If you have the budget, you could up the map game to dwarven forge. I’m blessed with a DM who has a large collection. It really does make the combats and dungeon crawls feel more immersive than lines drawn on a battle map.
Rather than imagining the scene and using the maps as an anchor to remember certain details, I think the players (and certainly I've fallen into this trap at times) have started thinking of the game as being the map.
Well one solution is to just be aware of this and retrain yourself. My group loves maps and props, but we still ask stuff like "is there any cover outside the treeline?" or "is there anything hanging on the walls?" Just let everyone know that maps are suggestions and meant to be the starting point for inspiration, not the end. Believe it or not, you can have your cake and eat it too in this case.
For starters, I'd lean heavily towards rewarding questions that weren't based on the map. Make it clear that reimaging the scene is not only possible but encouraged.
But if that just isn't working, abstract it. I've run plenty of encounters with a 30-second sketch with dry-erase markers on a battlemat. You still need to imagine that squiggle is the river and that square is the town hall, but now you have a much better idea of where everything is in relation to those landmarks. From there you may be able to slowly build to more detailed maps while your players are still maintaining the habit of asking questions.
You can absolutely use a VTT and tokens and such. Just don't put a map under them. Use a whiteboard-style grid and freehand basic block-shape representations of terrain onto it. That way players can still see spatial relationships between each other and enemies within the space, but they have to use their imagination to fill in the literal blank. They'll be prompted to ask questions about the terrain they're in and build a mental map, and if you encourage it properly they'll supply you with details.
"Are there unlit wall sconces I can ignite with my fire cantrip to help light up the room?"
"Yes, actually. Here, here, and here", followed by three star marks on the whiteboard.
All the benefits of miniature based tactical combat without choking out the players' imaginations.
Maps seem to give my players more imagination. They always like to add their own details.
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BoringBard's long and tedious posts somehow manage to enrapture audiences. How? Because he used Charm Person, the #1 bard spell!
He/him pronouns. Call me Bard. PROUD NERD!
Ever wanted to talk about your parties' worst mistakes? Do so HERE. What's your favorite class, why? Share & explainHERE.
When I played an in person game i accidentally got my players to start using cover rules by using a few 3d printed cubes as generic terrain items (these grey ones are trees, theses blue ones show walls, ect.) I found my players were more likely to interact with things that had an abstract token than anything drawn on the grid. I know the flat glass blobs from craft stores are also popular for generic tokens.
Hope this helps, I also like the suggestion from Scatterbraind to reward asking questions that flesh out what is in the area.
Theatre of the mind simply does not work for much of D&D. Every mechanic is measured in precise distances. If you want to play by the rules, you have to play on a grid, at least when in combat, which is the bulk of the game. You want to RP a tavern scene, no problem. No map, no minis needed. But as soon as someone knocks over a drink and draws a dagger, that tavern has to have every single table and bar, nook and cranny mapped out.
The common misunderstanding of 5e, which is odd as its the most brilliant thing about it is that most of the systems in the game are modular. Meaning you can add and remove systems with a few exceptions without throwing off the balance.
This is because 5e uses a game design philosophy of inclusion rather than exclusion. For example if you don't like skill systems and prefer to run a simple old school game of making ability score checks to resolve conflicts, you can do that, the inclusion of the skill systems allows players who like skill systems to have one. As such, two playstyles are included in 5e D&D.
Its the same with tactical combat. Its included so that you can play with miniatures and battlemaps, its inclusion does not exclude theatre of the mind, as you don't need those rules and can remove them with ease as that whole sub-system is extremely modular. What would be a problem is if those rules were excluded because than a tactical miniature combat system with miniatures would be impossible.
Ditto, it's not like the laws of spatial relations and distance are out the window in TotM (in fact, you'd probably have more fun accurately applying the rules of doing something out or through a window in TotM than the confines of a grid map). Honestly, I chuck the non-Euclidian presumption of grid play which seem more in line with rules as written than what some folks do with diagonal movement or circular radii in map or even hex play. D&D's rules explicitly discuss both map play and TofM in the rules, saying one's outside of them is simply privileging a preference that doesn't reflect the actual design flexibility.
Rollback Post to RevisionRollBack
Jander Sunstar is the thinking person's Drizzt, fight me.
Gridplay is just a visual representation of what is taking place in game, most often in combat but sometimes during exploration too.
To help keep that in perspective, i only use it when necessary, and try to details as much as possible, pointing out to the map as support to the imaginary scene, when applicable. I also describe scene and room in details before pulling out the map, so that it sets in player's imagination the way i envison it, rather than showing map before describing, thus feeding the imagination before the eyes.
For quick combat, or simple fight with melee solo, i will even avoid maps at all. During exploration too, preferring to describe terrain feature and layout, corridor, material fabric, distances and other things senses can perceive such as sight, hearing, smell etc that can go above and beyond what the physical map can communicate.
We've started using minis in our games, and it's awesome. It's improved our games in a lot of different ways. However, I suspect that there has been one drawback.
Rather than imagining the scene and using the maps as an anchor to remember certain details, I think the players (and certainly I've fallen into this trap at times) have started thinking of the game as being the map. Certainly, solutions to problems have been less creative, and I wish to return the imagination to the game. Rather than thinking of the map as the game, like in chess, I think the game would be more enjoyable (for the players) if they were able to imagine it and become immersed that way, and just use my maps, minis etc as a reference.
My question is, do you have any suggestions on how I can help and encourage the players to do so? I think this is a habit that we've slipped into without realising it, and I think even they have noticed a loss. The physical aspects are really helpful (and the theatre of mind was insistainable, really), so it would be nice if we could find that compromise or even the best of both worlds.
Thoughts?
I use maps for about 20% of my game only, so I will TOTM simple combats and everything that is Role play only, investigating a castle, I will not map out every room I will only map out the rooms that I can see combat being necessary, or rooms that have traps/puzzles in to demonstrate. Those puzzle rooms, I don't place minis on, it is there for reference only.
Where the map is useful is complicated combats with lots of enemies, lots of places to hide and for area effect attacks.
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We've started using minis in our games, and it's awesome. It's improved our games in a lot of different ways. However, I suspect that there has been one drawback.
Rather than imagining the scene and using the maps as an anchor to remember certain details, I think the players (and certainly I've fallen into this trap at times) have started thinking of the game as being the map. Certainly, solutions to problems have been less creative, and I wish to return the imagination to the game. Rather than thinking of the map as the game, like in chess, I think the game would be more enjoyable (for the players) if they were able to imagine it and become immersed that way, and just use my maps, minis etc as a reference.
My question is, do you have any suggestions on how I can help and encourage the players to do so? I think this is a habit that we've slipped into without realising it, and I think even they have noticed a loss. The physical aspects are really helpful (and the theatre of mind was insistainable, really), so it would be nice if we could find that compromise or even the best of both worlds.
Thoughts?
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
A battle map becomes a game board to be gamed. That's to be anticipated. I don't know how to do this specifically because it comes down to idiosyncrasies at your table; but having introduced the battle map into your game, which sort of "anchors" your game into the spatial relations aspects of RAW and DM tolerance of derivation will be recognized as such, is to look back up from the game board and recognize the face to face aspect of the game. Basically to reintroduce the theater of the mind, the map needs to be recognized simply as what they call in performance spaces "blocking" and force more eye contact to recognize the "real drama" is actually taking place between people imagination. It's a hard thing, because miniatures and good maps are cool and all. One thing that may help is to introduce challenges best resolved through dialog at the table.
Jander Sunstar is the thinking person's Drizzt, fight me.
I personally only use minis and maps when I have to - combat and dungeons where traversing the maze and positioning (so I can drop them into traps) is important. At all other times, I use theatre of the mind (overland travel, role play moments, exploring a city, etc.). Beyond that, I encourage people to still be creative in how they describe their action - not just “I move my character on the map and hit that guy” but “I run up to that guy and hit him with my axe”. Likewise, I try to describe what the monsters are doing in more detail than “he moves here and hits you.” That way people are doing more than just moving the pieces - they’re thinking through the image of what they want to do.
I've been reserving the maps etc for combat encounters or dungeon crawling (where maps tend to get a bit complex). Certainly, social encounters and so forth have still been done theatre of mind. In some ways, that's why its been noticeable - we've had something to compare it to.
I'll admit, I've become slightly lazy in my descriptions, so that's definitely a point to work on. I'd been thinking about it anyway, so that's confirmation. The face-to-face engagement isn't something I'd particularly thought of, but it's certainly worth going for. We have been slipping into staring at the map rather than looking at each other. A combination of the two - encouraging imaginative descriptions and trying to bring up eye contact is something I'll try on Friday with our next game.
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
Don't use maps.
It's really that easy.
You can absolutely use a VTT and tokens and such. Just don't put a map under them. Use a whiteboard-style grid and freehand basic block-shape representations of terrain onto it. That way players can still see spatial relationships between each other and enemies within the space, but they have to use their imagination to fill in the literal blank. They'll be prompted to ask questions about the terrain they're in and build a mental map, and if you encourage it properly they'll supply you with details.
"Are there unlit wall sconces I can ignite with my fire cantrip to help light up the room?"
"Yes, actually. Here, here, and here", followed by three star marks on the whiteboard.
All the benefits of miniature based tactical combat without choking out the players' imaginations.
Please do not contact or message me.
On my maps (their not 3d), I try and draw out details. Also, describing things more and more can help create a picture in your players head.
Premade adventures do this well with the read aloud boxed text. But I've found people, when not running those often dont describe the whole scene.
But yeah, maps are mostly combat tools (at least for me), and they should not be the things setting the scene.
BoringBard's long and tedious posts somehow manage to enrapture audiences. How? Because he used Charm Person, the #1 bard spell!
He/him pronouns. Call me Bard. PROUD NERD!
Ever wanted to talk about your parties' worst mistakes? Do so HERE. What's your favorite class, why? Share & explain
HERE.Maps are great for keeping track of things, I'll be honest. Theater of the Mind is better for scenescapes, but boy is it handy to keep track of where everything is.
If you have the budget, you could up the map game to dwarven forge. I’m blessed with a DM who has a large collection. It really does make the combats and dungeon crawls feel more immersive than lines drawn on a battle map.
Well one solution is to just be aware of this and retrain yourself. My group loves maps and props, but we still ask stuff like "is there any cover outside the treeline?" or "is there anything hanging on the walls?" Just let everyone know that maps are suggestions and meant to be the starting point for inspiration, not the end. Believe it or not, you can have your cake and eat it too in this case.
For starters, I'd lean heavily towards rewarding questions that weren't based on the map. Make it clear that reimaging the scene is not only possible but encouraged.
But if that just isn't working, abstract it. I've run plenty of encounters with a 30-second sketch with dry-erase markers on a battlemat. You still need to imagine that squiggle is the river and that square is the town hall, but now you have a much better idea of where everything is in relation to those landmarks. From there you may be able to slowly build to more detailed maps while your players are still maintaining the habit of asking questions.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
Maps seem to give my players more imagination. They always like to add their own details.
BoringBard's long and tedious posts somehow manage to enrapture audiences. How? Because he used Charm Person, the #1 bard spell!
He/him pronouns. Call me Bard. PROUD NERD!
Ever wanted to talk about your parties' worst mistakes? Do so HERE. What's your favorite class, why? Share & explain
HERE.When I played an in person game i accidentally got my players to start using cover rules by using a few 3d printed cubes as generic terrain items (these grey ones are trees, theses blue ones show walls, ect.) I found my players were more likely to interact with things that had an abstract token than anything drawn on the grid. I know the flat glass blobs from craft stores are also popular for generic tokens.
Hope this helps, I also like the suggestion from Scatterbraind to reward asking questions that flesh out what is in the area.
Ditto, it's not like the laws of spatial relations and distance are out the window in TotM (in fact, you'd probably have more fun accurately applying the rules of doing something out or through a window in TotM than the confines of a grid map). Honestly, I chuck the non-Euclidian presumption of grid play which seem more in line with rules as written than what some folks do with diagonal movement or circular radii in map or even hex play. D&D's rules explicitly discuss both map play and TofM in the rules, saying one's outside of them is simply privileging a preference that doesn't reflect the actual design flexibility.
Jander Sunstar is the thinking person's Drizzt, fight me.
Gridplay is just a visual representation of what is taking place in game, most often in combat but sometimes during exploration too.
To help keep that in perspective, i only use it when necessary, and try to details as much as possible, pointing out to the map as support to the imaginary scene, when applicable. I also describe scene and room in details before pulling out the map, so that it sets in player's imagination the way i envison it, rather than showing map before describing, thus feeding the imagination before the eyes.
For quick combat, or simple fight with melee solo, i will even avoid maps at all. During exploration too, preferring to describe terrain feature and layout, corridor, material fabric, distances and other things senses can perceive such as sight, hearing, smell etc that can go above and beyond what the physical map can communicate.
I use maps for about 20% of my game only, so I will TOTM simple combats and everything that is Role play only, investigating a castle, I will not map out every room I will only map out the rooms that I can see combat being necessary, or rooms that have traps/puzzles in to demonstrate. Those puzzle rooms, I don't place minis on, it is there for reference only.
Where the map is useful is complicated combats with lots of enemies, lots of places to hide and for area effect attacks.