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Monday, August 25, 2025

No Dungeon Mapping Required!

Recently, someone in a forum was curious how many GMs make (require) the players to map the dungeon, and I replied that I don’t require players to map, but they are taking a risk if they don’t.

That response may seem a bit flippant, but really I try to balance clear descriptions of the environment with dungeon features designed to be deliberately confusing. Sure, you could skip mapping and just try to remember which way you came. For the most part, the dungeon isn’t going to change configuration – although it might – so you could get away with it. But mapping makes it easier.

But why map at all?

The Reasons for Mapping

To me, the reason why I make it possible for players to map my dungeons, and why I like to map dungeons when I’m a player, is the immersion. I want to get a feel for what my environment looks like and what my character is doing. I assume at least some players out there are going to enjoy it as well.

Some GMs fill every space on their dungeon maps with rooms, so players mapping as they explore may notice suspicious areas that could contain secret rooms. I used to make my own dungeon maps that way, and I’ll admit there can be a certain joy to finding a secret room that way. But how often does that work? Seems like too much effort that rarely pays off.

But even without that kind of cramped dungeon design, players looking for a hidden shrine or other location they’ve heard exists in the dungeon might notice large unmapped quadrants on a map. This might give a clue which areas they need to search more thoroughly for secret doors into the supposedly empty area. Or they could even try mining their way into it.

Avoiding Mapping

Still, some players just don’t enjoy making maps and won’t do it. Even if you suggest not making a map to scale, just using lines and boxes to make a crude flow chart version of the dungeon. I believe players should be allowed to take that risk, but if they were to ask me to just handwave the return to the surface, I wouldn’t go along with that. The game is about players making decisions and accepting the consequences of those decisions. Just as I wouldn’t spring a surprise TPK on players without giving them enough information to decide not to take that risk, I wouldn’t choose the players’ route back to the surface for them, especially when one route might be more dangerous than the other.

Still, there may be ways to maintain that element of player choice without requiring an actual map. I’m mulling over an idea, which I will return to in a future post.

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