Playing Dungeons and Dragons without maps for figures
09/22/2024
For the first time in a long time, I'm involved in a tabletop game of Dungeons and Dragons. We're using the 5th edition rules, but I'm running an old "Basic" era dungeon. It works surprisingly well, and I'm sure the similarities are not accidental.
This is not the first time I've done retro-D&D gaming. I did the same in the 1990s, and it was a hoot.
So when it was time to start a new campaign, our group talked about what worked and what didn't. One thing I wanted to try out was playing without a map or figures.
This was how we did it "back in the day." The miniatures industry was not as fully developed, pre-painted figures were unknown, most terrain was modified from model railroading, so it was a something of a challenge. The rule books mentioned it, but my group just mapped the dungeon as we went along (mostly to avoid getting lost) and when it came to a battle, the DM described it and we went around the room giving our actions.
There were to advantages to this approach. The first was that rules disputes about terrain, movement, line-of-sight and so forth were almost non-existent. If a player could give a good account of what he wanted to do, the DM would allow it, or ask for a roll and players accepted it. I should note that we rotated DMs, so the party-killing ego-maniac DM was something I had to wait until I was an adult to deal with.
The second advantage is speed. Combats go very quickly when you cut own the measuring, calculating and min-maxing of movement and facings. The game is less tactical, but much more immersive as people have to explain what they are doing rather than moving a figure so everyone can see where they are. It's basically competitive storytelling.
Some might wonder how the rules work in such an environment, and the answer is that some do, some don't and we just work things out as they come up.
Another simplification is initiative, when always seems to bog down a game. Even with a small group of players, everyone has to roll, the results have to be compiled, and then people work out their moves, often waiting to see what someone else does or arguing about who should do what.
We've reverted to the old system where there are only two rolls: the party and the monsters. Whoever has the initiative just moves all at once and as before, the discussion is interactive. So yes, people can hold their actions, declare if/then situations and coordinate their actions, but it feels less like a wargame.
I obviously like wargaming quite a bit, but there's a limit to what it can do in a role-playing environment. There's also the tendency for rule-mongering and exploits, and for the encounters to take on a competitive rather than collaborative experience.
A practical advantage is that setup and cleanup is much, much faster. If you have a dedicated space and leave things set up, it's not much of an issue, but for us, keeping the clutter to a minimum is nice.
I may go back to maps and minis and some point, but right now, I'm not missing them.