Mapless Worlds

As I consider the ideas of Daniel Jones in wanting to inhabit a deeply-rendered and imaginatively invoked World for roleplay, especially in his sense of evoking a pre-Modern mindset, I find myself realising that you probably don’t want any player-facing maps.

This idea was brought to life in considering the Pointcrawl as a GM scenario structure, the idea that the player characters follow established routes between key locations.

Even if you are crossing the Trackless Wastes of Nowhere Land to get to the Diamond City, you might well take a specifically different route each time but it abstracts nicely to the idea of crossing the Trackless Wastes.

Thus, in a Pointcrawl, locations exist in relation to one another but without the precision that a map implies. Mapping the world in a more primitive sense is simply knowing the relationships between key entities in that world. That I can get from A to B via C is enough.

And this looser sense of location models how I think about the locations of things in the real world, at least on an experiential level. I don’t picture the map when I think about driving from my home to my parent’s house: rather, it’s a set of waypoints along prescribed routes (aka roads) that I follow in sequence.

All of which is to say that while I love a good map, these should probably (if they exist at all for players) invoke more the sense of relationship between places and things in the world rather than conform to modern standards of geographical analysis.

Game on!

One comment

  1. This is one of my OSR heresies. I do make maps but not until I’m getting toward the end of my campaign creation process. I’ve found that I like having a map because it’s useful for determining how long it takes to get somewhere. For time tracking that’s a big deal at higher levels especially. I ran a campaign with no player facing map and just a scribbled local region map with names and notes and not much else so I could remember where locations were relative to other locations. For my DM facing maps, I’ve found I like to have a local hex map and a more fluid region or continent map that I might change later. When I make player maps, they are often wrong (intentionally) only have partial information, no scale and are basically what I’d draw if I was trying to explain to someone where Akron is relative to Cleveland.

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