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6/24/2025, 10:12:22 AM
>>95928920
Yes. Nothing destroys the 'sense of being there' more than when the GM drops a modern computer generated image on the players to show where they are in the ancient or medievalish themed fantasy world. Have you seen what medieval maps looked like then? They didnt have CGI or satellite photography, just dudes using innacurate knowledge they had learned themselves or got from strangers of the area and trying to roughly record it on a canvas/animal skin with a pen/brush using homemade ink or paint. You could say "A wizard did it" but passing off any inconsistencies with 'magic' is just lazy.
Also, if you do an incomplet and innacurate map that looks like some bloke just recorded what he could remember of his travels twenty years ago, it offers the DM more flexiblity, to introduce extra stuff (as needed) into the world throughout a campaign. If you have everything tied down to within a yard you have fixed the world in stone and may find it difficult to introduce new locations, change it over time, or have it react to the players actions. Vagueness can be a good tool in a game.
Computer generated maps are good for scifi games though.
Yes. Nothing destroys the 'sense of being there' more than when the GM drops a modern computer generated image on the players to show where they are in the ancient or medievalish themed fantasy world. Have you seen what medieval maps looked like then? They didnt have CGI or satellite photography, just dudes using innacurate knowledge they had learned themselves or got from strangers of the area and trying to roughly record it on a canvas/animal skin with a pen/brush using homemade ink or paint. You could say "A wizard did it" but passing off any inconsistencies with 'magic' is just lazy.
Also, if you do an incomplet and innacurate map that looks like some bloke just recorded what he could remember of his travels twenty years ago, it offers the DM more flexiblity, to introduce extra stuff (as needed) into the world throughout a campaign. If you have everything tied down to within a yard you have fixed the world in stone and may find it difficult to introduce new locations, change it over time, or have it react to the players actions. Vagueness can be a good tool in a game.
Computer generated maps are good for scifi games though.
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