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NoizyDragon's avatar

Kate, your prose makes me hungry for more games.

The players map is a treasure map. It provides the navigational landmarks, identifies threats and hazards, details known obstacles and tricks, but most importantly the life changing score that waits in the darkness to be brought back into the light. If your clubhouse is big enough, it is also for sale from higher level PCs to lower level PCs.

Watch out for fakes.

Pat's avatar

Map-as-artifact is great framing for this. Player-drawn maps are survival records, not just navigation tools.

It connects to something I've been wrestling with in Beneath Ahknoor, my current megadungeon. At a certain scale the 10-foot grid starts to fail. I've been borrowing from LS Whelan's Flux Space (Papers & Pencils) to think about this: levels tracked by familiarity and accumulated clues rather than geometry. The tension shifts from "did I draw this corridor correctly?" to "do we burn supplies or spend a piece of a character's Self to find our way back?"

Your point about the referee's map as a control panel rather than a game board maps cleanly onto this. The artifact at the end isn't graph paper. It's a ledger of what the party spent to get through. That's my approach to what you're describing with "flawed discovery."

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