Question about the map


Beginner Box


I got the pathfinder beginner box for christmas and I am playing as GM quite soon but I was just wondering if it is better to draw the rooms in the map when the PC's enter them or if it would be best to draw the entire map of the dungeons for them to see.

Also when they go into a town such as sandpoint should I draw that for them also.


Pathfinder Rulebook Subscriber

I wouldn't draw the town on the spot because it would take too long but if you have the time to prepare a map of the town I think it makes a nice addition. You wouldn't have to make that in the usual 5ft square scale though, it would only have to give an impression of the general lay of the land.

Drawing dungeon rooms as soon as the PCs see them adds suspension and avoids something evil called "meta-gaming" which is when you use knowledge that your character doesn't have to your advantage (like not exploring a corridor which is a deadend after half a mile because the player can see it on the map). It does need some patience from your players though to take the time to draw each room one by one.


Yeah the waiting time for the players is my main worry but I think i would prepare the town before hand like you suggested. Thanks for the help.


TheHairyAvenger wrote:

I got the pathfinder beginner box for christmas and I am playing as GM quite soon but I was just wondering if it is better to draw the rooms in the map when the PC's enter them or if it would be best to draw the entire map of the dungeons for them to see.

Also when they go into a town such as sandpoint should I draw that for them also.

if you have the time, and the resources, graph paper and card stock, you could "tile" the rooms of the dungeon in pieces and lay them out as the party travels through the dungeon. by doing so, it would allow you the opportunity to only uncover the portion of the tile that their light or darkvision would allow them to see.

I did this for my first 4e game, and although we don't play 4e anymore, I still like the concept, and my next "dungeon" game will be done in the same way.

but just an idea.


I typically just draw out the rooms and hallways as the characters enter them (or gain visibility to them). It really doesn't take very long to do on a Flip-Mat with a dry-erase marker, and my players seem to enjoy the suspense of it. Part of the trick to make this go faster are:

1) Make sure it is easy for you to get to/from the map without any obstructions. My group plays around a coffee table rather than sitting at a kitchen or dining room table. This means everyone can easily see the map, and I can reach it more easily since the sofas are on either side of the length of the coffee table while I have an ottoman I can use for myself at one of the ends.

2) If you draw everything in black, you'll have a lot more explaining to do and it will increase player confusion. Use marker of different colors to denote water, objects, clouds of gas, fire, etc. and be consistent.

Alternatively, if you want to draw the whole map in advance, then simply cover up rooms they haven't gotten to yet with black construction paper or Post-It notes. Granted, this may give away the layout of the complex to the players so I generally only use it if I have a highly-detailed, artistically-rendered map. Note however, that the map surface will need to be able to withstand the application of tape. Vinyl maps and Flip-Mats are strong enough, but if you have printed the map from your computer or drawn it on normal paper, you'll need to put a piece of tape on the map itself (to form a smooth surface) and then tape the construction paper to the tape — that will prevent the tape on the construction paper from shredding the map you've drawn when you peel it back off.

Hope this helps!


We draw the map on squared paper as we go, using the mat for encounters and such.


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thanks I like the idea of colours I never even thought about doing stuff like that.

I think i will draw it now just to add suspense like you said and to stop them cheating.

Thanks for all the help.

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