MAPPING & VTTs
Player mapping doesn’t require running a dungeon strictly in the theater of the mind.
There are a few different ways that you can present players a map on your virtual tabletop (VTT), and each will have its own impact on player mapping.
(Although I’m going to focus on virtual tabletops, a lot of this advice will also apply to dry-erase battlemaps, Dwarven Forge terrain, and similar tabletop techniques. Of course, you could also eschew the mapping capabilities of the VTT entirely and run everything — combat and exploration alike — using the theater of the mind via voice chat.)
First, you might have a dungeon map which remains completely visible as the PCs explore it. If players have access to the entire map, of course, it obviates the need for mapping. (Depending on your platform, and how you have your campaign configured, they may even be able to access the map between sessions.) You’ll obviously lose some of the value of player mapping here, but the arguably primary value of providing navigational information so that the players can make meaningful choices in their exploration obviously remains.
One interesting thing to note, however, is that it’s still possible to treat the VTT map as a physical artifact in the game world. In other words, the players till need to designate a PC as the “mapper” and if something were to happen to the map — stolen, damaged, left behind when the mapper dies — the GM can simply re-establish the fog of war and leave the PCs lost in the middle of the dungeon.
(This will be most effective if you don’t treat it as a “gotcha,” though. Establish who the mapper is and what that means ahead of time.)
Alternatively, you can preserve player mapping by setting up your fog of war so that the players can only see the section of the map that their PCs are currently looking at. If you want anything more than that, then you, just like your character, will need to draw a map.
Another way of keeping player mapping while using a VTT is to only show the map during battles. Effectively you’re “zooming in” on the various battlemaps, but the connections between those battle sites are still something that the mapper will need to keep track of.
For something completely different, you might present no map at all and instead have the player mapper draw their map directly in the VTT as the “official” map that everyone is interacting with. (Your VTT platform might support this, or you might accomplish it by screensharing something like Dungeon Scrawl or Mipui.)
This creates an interesting and collaborative spirit when it comes to the player mapping of the dungeon, since everyone, to at least a certain extent, “owns” the map and is directly interacting with its creation. There is also a unity of experience, with all the players interacting directly with and thinking about the map.
The trick to making this work, however, is that the whole group really has to be onboard with the idea that “the map is not the territory,” particularly when it comes to combat. Remember that, just like other player maps, this player map will not be hyper-precise. So if they draw the room as twenty feet wide, but it’s “actually” thirty feet wide… what happens when you start moving miniatures around that space?
One option is to just accept that the battlemap is always abstracted and as long as the player map isn’t radically wrong, you can just roll with it. Another is for the GM to keep track of what’s “really” going on in terms of spatial relationships, but that can get pretty tripped and dissociated very easily.
An alternative would be to swap to a “zoomed in” battlemap, as described above, whenever combat breaks out. But it’s important to recognize that, although these problems are probably most egregious during combat, they can be omnipresent if the players aren’t onboard with what’s going on.
The common conceit of the VTT is that the map IS the territory: What you’re seeing on the screen, like what you see when playing a video game, is what’s “really” happening in the game. But if we’re using a player map and the player map isn’t necessarily reliable, it can create cognitive dissonance.
For example, what if the players get turned around and start looping through hallways they’ve already been in without realizing they’ve already been there? On this unreliable VTT they’re going to see what their characters THINK they’re seeing, and that can be incredibly immersive! But it can also feel like a cheat or a betrayal or some kind of cheap shot if the players haven’t embraced the unusual conceit.
One of the interesting things about VTTs is that they’re still an incredibly new tool, and we’ve really only scratched the surface of all the things they’re capable of. In particular, most VTTs are still just trying to mimic the tabletop experience as accurately as possible, which means there’s been barely any exploration of the unique styles and modes of play they might make possible.
That’s incredibly exciting! But if you want to take your players with you into uncharted waters, it’s a good idea to make sure they all want to embark on the journey!