Stationery & Maps

Basically: I was inspired by Dwiz’s post about how ‘the maze game’ of charting sites was central to early D&D in contrast to later approaches which abstract or give knowledge of the map for players and their characters (contrast with Josh McCroo’s approach which has the party receive a blank map—itself a fun method!), as well as an entry in Gumbo’s AD&D series about how maps in that game specifically facilitate fast travel while escaping a site or returning to deeper levels (i.e., it’s not just for the sake of note-taking). I doodled some rules I wanted to play with in my homebrew pirate game this weekend (AHEM Cinco!) and Elmcat was very encouraging about what I had come up with. So here we are! Maybe Wuffus will consider this a late entry in the blogwagon.

There are two resource items in my game which players can freely stock at havens before or during their adventure: rations (for recovering on the road) and ammo. Now I’m introducing a third called stationery. Imagine paper and ink but cutesy bootsy or maybe just plain boring, whatever most suits your character. You can spend stationery to draw maps of expanses while traveling or sites while exploring.

This produces one of two types of maps. Travel maps are very straightforward: whoever’s navigating just gets advantage on their check; also, someone who navigates an uncharted expanse can draw a map if they spend stationery on a successful check. Site maps let you move quickly through a site (I wrote five times as quickly, but I’d probably treat it more as taking a turn to pass through the equivalent of an entire dungeon level); someone has to spend stationery for the crew to be able to physically draw a map, or else they can neither back-track very easily nor fast-track at all.

An interesting, unwritten consequence is that (useful) maps technically count as treasure! So the crew can decide to sell a map for an easy freebie treasure after they decide they’re done with wherever they just went. Maybe that should be written down. Whatever.

Something else I thought was very interesting was Elmcat making an analogy of site maps to torches in typical D&D, with an added effect that they have direct implications for how you as a player can interface with the game. When a torch is extinguished, your character can’t see; but when you run out of stationery, you as a player can’t draw maps. This finally satisfies my old side quest for meaningful and non-arbitrary resource management during exploration, whereas for a little bit I had just been like, I guess eventually you get beat up and have to go home.

Finally, there might be other uses for stationery besides mapping. I just think the idea of having paper and ink and deciding what to use it on is really cutesy bootsy. I don't know what other uses might be, but I'm excited for it to be another toy in the box.

Comments

  1. In Worm, there's a downtime action where one updates maps to move faster. I like the idea of tying that action to a resource! Smart!

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    1. thank you! :) and i really like your approach as well! lots of fun ways to play with maps

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  2. I had an idea for a add on to this system that could incorporate light as a meaningful resource in a way that hopefully sidesteps some of the diminishing returns that come with tracking torches as your main form of resource management in a dungeon crawl.

    Firstly you assume There is No Light and therefore players must carry their own into the dungeon. This light takes the form of a lantern with an indefinite duration (it’s more historically accurate, really). Narrate the environment only as far as the lantern-light falls, with only shapeless forms and glinting steel beyond it.

    This already presents an evocative procedure, but the twist is this: while the lantern doesn’t deplete over time, it can be snuffed out either deliberately by dungeon denizens or as the result of a failed save.

    This has the immediate consequence of plunging the party into darkness, but it has the additional effect of the pitch darkness making it so it’s impossible to use mapping stationery to map or fast travel.

    The darkness and slower movement mean that enemy encounters are more likely and likely to catch them by surprise, leaning into the natural escalation of dangers inherent in the random encounter roll.

    It also presents a fail state with a modicum of choice: either press on and hope you can find a light source or some other way to navigate, or try and make it out of the dungeon in one piece to restock and regroup, perhaps making use of one of those escape-the-dungeon tables if you’re in a hurry.

    You can also guard against this fail safe by bringing backup lanterns at the cost of some inventory space, or even getting a dedicated lantern-bearer hireling (though that might backfire slightly if they get spooked and abandon you in the dark or fall down a pit trap).

    I think this is a pretty cool idea with some potential, so I’d like to hear any thoughts and/or feedback.

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    1. oh my god that's like an expanded version of how i'm doing lanterns in my game right now! (lanterns are just an item someone carries, and a crew needs to explore with one to see; those with a dark vision feat can go ahead on their own if they want to risk that; and you can spend inspiration to relight a lantern if for some reason it goes out).

      you should totally post that on your blog! :D more thought-out and it elaborates on the implications of the rules more than i'd considered on my end!

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    2. Coming from you that’s a great compliment! So much so that after dragging my feet on starting a blog I’ve resolved to start asap. I’ll be sure to let you know as soon as it’s up!

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