I am embarking on a difficult quest. Some friends and I want to start to play D&D. But none of us has ever actually ever played d&d... I will be the Dungeon Master. I have watched a ton of videos and read a lot of books but 1 essential thing is still not clear to me.
Example: Dwarven excavation map from Dragon of Icespire peak "essentials kit". I see the map in the Dungeon Master's guide but how can I best introduce this map to my players? I understand I will be narating a lot, but I would still let them see a map with squares so they can position themselves?
I do not want to show them the complete map, but rather show them the map as what they can see in "real live". Example: When they enter the cave they can see everything, except what is behind the locked door. When they open the door they can see the next room and so on ... But I am lost on how I can do this in reality on the game table?
Anyone can help me with some tips? Thank you already.
I usually just draw individual rooms for the players as they are needed, which usually they aren't unless combat is going to happen. Otherwise, you don't need to show them hallways that adjoin the individual rooms, I would just say "you leave the room through the western door and travel down a hallway about 50 feet before it branches left and right... etc".
If you're using a VTT, most of them have a robust enough drawing function for this, or if you're playing in person, I'd recommend investing in a dry-erase battle mat and some dry-erase markers.
There are three methods I can think of and likely lots more.
1) Probably the most common. Have a blank erasable board marked with squares appropriately sized for the minis or tokens you will use for the characters and the NPCs/monsters. As the characters explore, the DM sketches in the rooms on the board. When they open a door, the DM draws the next room. The maps aren't fancy but they work and delay is minimal as long as the DM doesn't try to put too much detail into the map. The map offers the spatial layout while the DM narration supplies the tone and details of the description.
2) Print out the map from the adventure scaled to an appropriate size. Grab a bunch of blank sheets of paper and put them on the map. Remove the blank sheets to reveal the map as the characters move through the adventure.
The main advantage of this approach is that the map is already drawn saving some time though removing the covering paper without revealing extra can take some time too. It also lets the players see more detailed, usually professionally drawn, maps. The disadvantages are the extra preparation time to print out the map in the appropriate size and the lack of reuse. Unless the map is a place the characters commonly visit, then the map may only see the one use.
3) Digital assistance in mapping. There are a lot of ways people do this. Sometimes they will have a table top made from a TV and then display the map on the TV. The software used like ROLL20 can be used to limit what the players can see. Alternatively, you might be able to use a tablet or other display to let the players see the parts of the map visible to them and decide which way to go. If a combat encounter occurs which needs a map for minis then you just use a battlemap to draw out the specific room. This saves the time drawing out the dungeon and the players get to see a nicer map on a table top or tablet. However, it also requires more preparation time as well as software and digital devices to make it work so for many it isn't worth the time and cost.
Thank you! I will be playing in person. I do not know what VTT means but I guess this is an online game tool?
I have seen such battle maps to be used with dry markers on Amazon. That would be a good addition to have. With your suggestion I was thinking I could also print the important rooms separately and when they open the door put the new A4 page on the table with the layout of the room/cave. And narrate the rest. Or let them find a complete map of the dungeon in some chest haha :D
Just had another stupid question pop up. When I look at the example map "Dwarven excavation" there are squares on the map. Seems there is not always a lot of space to move. It is correct that every square can hold 1 character/enemy/object of normal (human) size?
Thank you! I will be playing in person. I do not know what VTT means but I guess this is an online game tool?
I have seen such battle maps to be used with dry markers on Amazon. That would be a good addition to have. With your suggestion I was thinking I could also print the important rooms separately and when they open the door put the new A4 page on the table with the layout of the room/cave. And narrate the rest. Or let them find a complete map of the dungeon in some chest haha :D
Just had another stupid question pop up. When I look at the example map "Dwarven excavation" there are squares on the map. Seems there is not always a lot of space to move. It is correct that every square can hold 1 character/enemy/object of normal (human) size?
Each square represents a 5-foot area. Unless you're in combat, multiple characters should be able to fit roughly in the same space. There are no hard and fast rules on how many creatures or objects can fit in a given area, it's mostly up to the DM to use common sense and figure out physical interactions.
If you're in combat, you usually can't fit more than 1 creature within a 5-foot area, though some creatures (such as most swarms) can occupy the same space as another creature. Your space in combat doesn't represent how much space you physically occupy, but instead the area in which you have control over.
Keep in mind that in combat, you can usually move through the space of an ally, but not a hostile creature. Oh and creatures that are larger than Medium take up a larger area, and can therefore control more spaces.
TL;DR you've pretty much got the gist. 1 square usually = 5 feet.
You can always do theater of the mind. You describe it, and let the players imagine it, and don’t write anything down. As a battle unfolds it ends up being a bit of a trust exercise when you say something like, your spell can only affect 2 of the 5 enemies, because of where they are standing. But it’s free. It can be a good option to make sure you like the game before you start spending a lot on gear.
And those squares are designed as 5’ per side. Yes, each square can hold a single small or medium creature during combat — a large creature would take up a 2x2 area, so 4 squares. A creature occupies its square, meaning enemies can not enter or pass through it. Allies can pass through, but two creatures can’t end their turn in the same square. Even a 2-foot-tall halfling fully occupies the space. It may not make perfect sense, but sometimes you just need to let the game mechanics count more than logic. Outside of combat, it’s more flexible with how close people can be to each other.
Thank you! I will be playing in person. I do not know what VTT means but I guess this is an online game tool?
I have seen such battle maps to be used with dry markers on Amazon. That would be a good addition to have. With your suggestion I was thinking I could also print the important rooms separately and when they open the door put the new A4 page on the table with the layout of the room/cave. And narrate the rest. Or let them find a complete map of the dungeon in some chest haha :D
Just had another stupid question pop up. When I look at the example map "Dwarven excavation" there are squares on the map. Seems there is not always a lot of space to move. It is correct that every square can hold 1 character/enemy/object of normal (human) size?
VTT is Virtual Table Top. Mapping is typically much easier if playing on line if you have purchased the content or import the maps. Though online play also supports sketching encounters like in person.
Whether a character can fit in a square on the map depends on the DMs decision. If you look at the Dwarven Excavation map there are squares that are unobstructed, squares that are partially covered by walls and squares that appear to contain debris. It is up to the DM to decide what these will mean if the module doesn't state it. A DM could decide that partial squares can't be entered, or they could decide a character could move through a partial square but not stop there, or they could decide that the partial square is empty enough to treat as a regular square. Whatever, the DM decides, they should be sure to let the players know.
As for debris, some of the squares on the Dwarven Excavation map seem to show rockfalls. The DM could decide that these are difficult terrain, or they could decide they don't really impede movement, it is entirely up to the DM.
You will want to draw what the characters would be able to see, but you don't need to erase rooms unless you run out of space on your map or they change floors. It will take time to get used to it, I'm a fairly new DM myself, but don't worry, you'll get the hang of it. Have fun!
There are three methods I can think of and likely lots more.
1) Probably the most common. Have a blank erasable board marked with squares appropriately sized for the minis or tokens you will use for the characters and the NPCs/monsters. As the characters explore, the DM sketches in the rooms on the board. When they open a door, the DM draws the next room. The maps aren't fancy but they work and delay is minimal as long as the DM doesn't try to put too much detail into the map. The map offers the spatial layout while the DM narration supplies the tone and details of the description.
2) Print out the map from the adventure scaled to an appropriate size. Grab a bunch of blank sheets of paper and put them on the map. Remove the blank sheets to reveal the map as the characters move through the adventure.
The main advantage of this approach is that the map is already drawn saving some time though removing the covering paper without revealing extra can take some time too. It also lets the players see more detailed, usually professionally drawn, maps. The disadvantages are the extra preparation time to print out the map in the appropriate size and the lack of reuse. Unless the map is a place the characters commonly visit, then the map may only see the one use.
3) Digital assistance in mapping. There are a lot of ways people do this. Sometimes they will have a table top made from a TV and then display the map on the TV. The software used like ROLL20 can be used to limit what the players can see. Alternatively, you might be able to use a tablet or other display to let the players see the parts of the map visible to them and decide which way to go. If a combat encounter occurs which needs a map for minis then you just use a battlemap to draw out the specific room. This saves the time drawing out the dungeon and the players get to see a nicer map on a table top or tablet. However, it also requires more preparation time as well as software and digital devices to make it work so for many it isn't worth the time and cost.
These are great descriptions of the most commonly used methods, but are also relatively advanced for brand new players. For a brand new DM I would advise either:
4) Print out the map and just let players see the whole thing regardless of whether it's unrealistic. If I recall correctly, that's the dungeon with the two arguing Dwarves at the entrance - you could just say they hand the party a map
5) Forget maps and battle position placements entirely and just describe the settings. This Theatre of the Mind style is pretty commonly used even for advanced players, many people prefer it. This one is a style preference, some people love it, some people hate it
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Hi all,
I am embarking on a difficult quest. Some friends and I want to start to play D&D. But none of us has ever actually ever played d&d... I will be the Dungeon Master. I have watched a ton of videos and read a lot of books but 1 essential thing is still not clear to me.
Example: Dwarven excavation map from Dragon of Icespire peak "essentials kit". I see the map in the Dungeon Master's guide but how can I best introduce this map to my players? I understand I will be narating a lot, but I would still let them see a map with squares so they can position themselves?
I do not want to show them the complete map, but rather show them the map as what they can see in "real live". Example: When they enter the cave they can see everything, except what is behind the locked door. When they open the door they can see the next room and so on ... But I am lost on how I can do this in reality on the game table?
Anyone can help me with some tips? Thank you already.
Best
I usually just draw individual rooms for the players as they are needed, which usually they aren't unless combat is going to happen. Otherwise, you don't need to show them hallways that adjoin the individual rooms, I would just say "you leave the room through the western door and travel down a hallway about 50 feet before it branches left and right... etc".
If you're using a VTT, most of them have a robust enough drawing function for this, or if you're playing in person, I'd recommend investing in a dry-erase battle mat and some dry-erase markers.
There are three methods I can think of and likely lots more.
1) Probably the most common. Have a blank erasable board marked with squares appropriately sized for the minis or tokens you will use for the characters and the NPCs/monsters. As the characters explore, the DM sketches in the rooms on the board. When they open a door, the DM draws the next room. The maps aren't fancy but they work and delay is minimal as long as the DM doesn't try to put too much detail into the map. The map offers the spatial layout while the DM narration supplies the tone and details of the description.
2) Print out the map from the adventure scaled to an appropriate size. Grab a bunch of blank sheets of paper and put them on the map. Remove the blank sheets to reveal the map as the characters move through the adventure.
The main advantage of this approach is that the map is already drawn saving some time though removing the covering paper without revealing extra can take some time too. It also lets the players see more detailed, usually professionally drawn, maps. The disadvantages are the extra preparation time to print out the map in the appropriate size and the lack of reuse. Unless the map is a place the characters commonly visit, then the map may only see the one use.
3) Digital assistance in mapping. There are a lot of ways people do this. Sometimes they will have a table top made from a TV and then display the map on the TV. The software used like ROLL20 can be used to limit what the players can see. Alternatively, you might be able to use a tablet or other display to let the players see the parts of the map visible to them and decide which way to go. If a combat encounter occurs which needs a map for minis then you just use a battlemap to draw out the specific room. This saves the time drawing out the dungeon and the players get to see a nicer map on a table top or tablet. However, it also requires more preparation time as well as software and digital devices to make it work so for many it isn't worth the time and cost.
Thank you! I will be playing in person. I do not know what VTT means but I guess this is an online game tool?
I have seen such battle maps to be used with dry markers on Amazon. That would be a good addition to have.
With your suggestion I was thinking I could also print the important rooms separately and when they open the door put the new A4 page on the table with the layout of the room/cave. And narrate the rest. Or let them find a complete map of the dungeon in some chest haha :D
Just had another stupid question pop up. When I look at the example map "Dwarven excavation" there are squares on the map. Seems there is not always a lot of space to move. It is correct that every square can hold 1 character/enemy/object of normal (human) size?
Each square represents a 5-foot area. Unless you're in combat, multiple characters should be able to fit roughly in the same space. There are no hard and fast rules on how many creatures or objects can fit in a given area, it's mostly up to the DM to use common sense and figure out physical interactions.
If you're in combat, you usually can't fit more than 1 creature within a 5-foot area, though some creatures (such as most swarms) can occupy the same space as another creature. Your space in combat doesn't represent how much space you physically occupy, but instead the area in which you have control over.
Keep in mind that in combat, you can usually move through the space of an ally, but not a hostile creature. Oh and creatures that are larger than Medium take up a larger area, and can therefore control more spaces.
TL;DR you've pretty much got the gist. 1 square usually = 5 feet.
[REDACTED]
You can always do theater of the mind. You describe it, and let the players imagine it, and don’t write anything down. As a battle unfolds it ends up being a bit of a trust exercise when you say something like, your spell can only affect 2 of the 5 enemies, because of where they are standing.
But it’s free. It can be a good option to make sure you like the game before you start spending a lot on gear.
And those squares are designed as 5’ per side. Yes, each square can hold a single small or medium creature during combat — a large creature would take up a 2x2 area, so 4 squares. A creature occupies its square, meaning enemies can not enter or pass through it. Allies can pass through, but two creatures can’t end their turn in the same square. Even a 2-foot-tall halfling fully occupies the space. It may not make perfect sense, but sometimes you just need to let the game mechanics count more than logic. Outside of combat, it’s more flexible with how close people can be to each other.
VTT is Virtual Table Top. Mapping is typically much easier if playing on line if you have purchased the content or import the maps. Though online play also supports sketching encounters like in person.
Whether a character can fit in a square on the map depends on the DMs decision. If you look at the Dwarven Excavation map there are squares that are unobstructed, squares that are partially covered by walls and squares that appear to contain debris. It is up to the DM to decide what these will mean if the module doesn't state it. A DM could decide that partial squares can't be entered, or they could decide a character could move through a partial square but not stop there, or they could decide that the partial square is empty enough to treat as a regular square. Whatever, the DM decides, they should be sure to let the players know.
As for debris, some of the squares on the Dwarven Excavation map seem to show rockfalls. The DM could decide that these are difficult terrain, or they could decide they don't really impede movement, it is entirely up to the DM.
You will want to draw what the characters would be able to see, but you don't need to erase rooms unless you run out of space on your map or they change floors. It will take time to get used to it, I'm a fairly new DM myself, but don't worry, you'll get the hang of it. Have fun!
Thank you all. Excited to give it a go! Curious to see how it will go :)
These are great descriptions of the most commonly used methods, but are also relatively advanced for brand new players. For a brand new DM I would advise either:
4) Print out the map and just let players see the whole thing regardless of whether it's unrealistic. If I recall correctly, that's the dungeon with the two arguing Dwarves at the entrance - you could just say they hand the party a map
5) Forget maps and battle position placements entirely and just describe the settings. This Theatre of the Mind style is pretty commonly used even for advanced players, many people prefer it. This one is a style preference, some people love it, some people hate it