Love connection to classic turn-based videogames as abstract maps. Like another comment mentioned, those games basically work like every character being inside the melee zone of Prof DM's Ultimate Dungeon Terrain. Probably going to end up making my own UTD one of these days bc it really fits how my group plays naturally.
I'll also add that even those really simple JRPG abstractions have some tactical decisioning: you can put characters in rows (take less damage in the back, but you might not be able to reach a given enemy). There's no reason "abstraction" should equal "non-tactical".
One of my favorite ways to make encounters more cinematic in Call of Cthulhu games is to use a real picture or artistic sketch as the abstract battle map. Here you are in the dark grove and a hulking shape appears from behind this tree. Here you are on the mountain peak as the robed cultist turns from the sacrifice and toward you. Here you are searching a library and you hear creaking as a hidden panel moves behind you. It works in person with printouts and online on VTTs with the images just brought up on the map layer. And my players may move their tokens or figures into relative position, but sometimes they don’t bother. The picture just helps them visualize. The photo turns into a kind of stage. Plenty of great images to be found on sites like Unsplash … or sometimes from my own camera roll! Yes, I now take pictures sometimes of scary or interesting places I’ve seen just in case I will use them for encounters. It makes the game feel even more original.
Something I like to do is stockpile fantasy art of different rooms, structures, environments, etc. I'll simply place the art down and we use that as our abstract map. I find the approach aids in building atmosphere and helps players who struggle with imagining the action.
Maps should complement the game play. Counting squares is slower-paced and methodical which matches the pace of a slow dungeon crawl by torchlight, checking for traps ever so often. For other combat, I literally just draw two parallel lines across a sheet of paper to create 3 zones. Players can move from zone 1 to zone 2 and melee an enemy occupying zone 2. Archers can shoot into zone 2 normally or zone 3 at a long range penalty.if the mage hides behind 1/2 cover and casts a spell, I just put down a 1/2 cover token and touch his mini base with it so everyone knows they are behind cover. This map serves abstractly as a representation of what’s going on; at a glance you can see what everyone else is doing and roughly how far away things are. This method feels better for more open combat that’s outside or on a field.
I started playing TTRPGs with AD&D 2e almost 25 years ago and never once as a GM I used a battle grid. Always used abstract maps and it always worked nicely, be it with more "narrative-driven" games like the ones from the Storyteller/Storytelling Systems or games who have more nuanced, wargame-like combat systems like D&D has.
You know ... I am one of thise DM s who refuses to do anyhring without a map. But this sold me on trying it because you provided all of the essentials that a map can do. Thank you
Abstract, quickly drawn maps are how I learned to run and play AD&D in the early 90s. So weird that this has a become a foreign style of play for so many groups. This video of yours is an important PSA.
Def my go to that ive settled on after like 8 years. I do bring out rhe grid for newer players and theatre for quick fights but this is def my favourite method
GREAT advice. I only use abstract distance since I first read Index Card RPG. I love using Pathfinder Flip Mats and Dungeon Tiles. It's so much easier and fast.
I have aphantasia and i cannot thank you enough for just even acknowledging it. It can be pretty hard to deal with bedause folks don't quite get that i literally cannot visualize anything. This was massively helpful and i appreciate your work!!
My pathfinder foldable maps are an integral part of my dm kit. I rarely prepare a battlemap nowadays. If combat happens i just pull out the markers and sketch everything up. And if players have ideas about movable scenery, cover, breaking stuff... I can just erase and redraw as needed. It's great!
Abstract maps may be even better with tokens rather than minis. Character and monster minis can focus attention more on the map, gridded or abstract, making it more board game like and less cinematic.
I use abstract maps all the time, it makes everything much easier, when a player wants to do something they most of the time can guess if they are close/far enough and it makes tracking everything much easier. they can also use their icons, i can use cool icons myself and sometimes it's just a few lines to outline the area, other times it's just a grid-less map.
This is how I run things now. I actually have a philosophy that I run Action Scenes rather than Combat Encounters - and I do not preplan when or how things will get loud. I get to be as surprised as my players. Abstract maps help facilitate this. Abstract maps allow much more movement in the action. Moving naturally from location to location. I have players jumping between space ships or moving back and forth on trains. Very abstract maps leave more room for my players to be creative with exactly what items are in the environment to make use of, rather than letting the map define everything. We use a lot of index cards, dice, game books, and other random objects sitting on the table to define the space.
This is how we played when I started in the 80's. We had minis, or tokens representing our characters. (My first two were pieces from some forgotten board game.) And the DM usually didn't have mini's, but being an electrician, he used wire connectors of various types to rep the monsters (numbered as well). And if we needed a "map" for combat, we'd just use a blank piece of paper with lines drawn on it. And we didn't always need that. But what I remember of the encounters isn't those abstracts, but the images of a "real" world in my mind, like that Fog Giant and his Yeth Hounds, or the Green Dragon that killed my elf, or those Driders lurking in the forest, hidden in their globes of Darkness. Or ... or ... or ... Theater of The Mind -- the best kind.
"... a piece of paper stolen from the local dog track." I'm a proponent of the idea that "strangely specific" is a legitimate form of humor. Well done!
Another cool thing I've seen is someone using scenes. Juat pictures if scenery and they put people's tokens where they are on the map. For distance it's like I wanna try to get to the top of that hill. You can make it to the bottom if you want to get to the too you have to dash
I use a non-grided play mat and add some terrain features as references. because we are using the typical 25mm -30mm miniatures, scale becomes self explainatory. i don't measure anything. for the simple reason - we are playing a role-playing game - not a tactical simulation. as a side note, I also don't use an initiative based encounter system and removed the action economy.
Professor Dungeon Master's Ultimate Dungeon Terrain, falls into this category. It breaks up the battlefield into ranged zones and lets you get the relative position with other combatants on ther map. It's not free, but the materials to cinstruct one aren't pricey.
I was just about to mention UDT. It's also perfect if you enjoy building and painting miniatures and terrain. Also, it can be free, if you have a fairly big box and a marker laying around. Cut a circle out of one side of the box, draw a smaller circle in the middle. Or, if you don't want to cut out a circle, you could ask a grocery store bakery/deli for a cake/pizza circle - they have ones as big as 14 inches, which is plenty big to get you started. They might say no or charge you a quarter for it or something, but I feel like most of us will just give one to you if you ask.
Dollar Tree in the US seels felted and cork covers hexes that are about 10" on a side for $1.25 each. If you have a few of those it's easy to show near, close, far and distant..
I just love moving my little guy on the map. I enjoy this kind of abstraction in board games (assault on doomrock) and some theater of the mind scenes, or when I need a map ASAP in the middle of a game. I also think i'm better at running with it in more narrative games, like any PbtA games. Most of my games are ran online on a VTT as well so that's a factor. I can have almost anything setup in a couple minutes.
I love abstract maps. I can appreciate the tactical nature of 5-foot grids, but I've seen zones or abstract distances let things go very smooth. Sometimes you'll get people asking whether they can reach certain places, but I find it's no more than people counting squares.
This is how we played 2e in the 1990s. I had a dry-erase 1-inch grid mat and drew the current room (the players were responsible for adding it to their map), but we paid basically no attention to movement rates, because in a small area with 1-minute combat rounds you can basically go anywhere you want. I've played 5e with a DM counting squares like we're playing Monopoly, and it was the dumbest feeling ever.
I just scribble out my maps MS Paint style. I'm not ashamed of it in the slightest; it's easy for me, it gives a visual aid for the players, and it allows their minds to fill in the blanks based off my descriptions. Also, no grids, we just eyeball distances.
Theater of the mind only works if everyone at the table plays fair and has good sportsmanship. If even one person proves they can't be trusted, it fails. This is a good compromise that forces more honesty.
A player of mine still wants dungeons and designed rooms for combat... I just don't get why... I used to fill dungeons up with decor and cover and hazards yet nothing was ever used outside just cover
I've used abstract maps for years running Call of Cthulhu. Just a quick sketch on a legal pad. "This scribble is the cultist this scribble is you, the door is over here."
Love connection to classic turn-based videogames as abstract maps. Like another comment mentioned, those games basically work like every character being inside the melee zone of Prof DM's Ultimate Dungeon Terrain. Probably going to end up making my own UTD one of these days bc it really fits how my group plays naturally.
I'll also add that even those really simple JRPG abstractions have some tactical decisioning: you can put characters in rows (take less damage in the back, but you might not be able to reach a given enemy). There's no reason "abstraction" should equal "non-tactical".
A common question and response at my table:
Player: “How far away is the goblin?”
DM (Me): “I don’t know man, 30ft.”
One of my favorite ways to make encounters more cinematic in Call of Cthulhu games is to use a real picture or artistic sketch as the abstract battle map. Here you are in the dark grove and a hulking shape appears from behind this tree. Here you are on the mountain peak as the robed cultist turns from the sacrifice and toward you. Here you are searching a library and you hear creaking as a hidden panel moves behind you. It works in person with printouts and online on VTTs with the images just brought up on the map layer. And my players may move their tokens or figures into relative position, but sometimes they don’t bother. The picture just helps them visualize. The photo turns into a kind of stage. Plenty of great images to be found on sites like Unsplash … or sometimes from my own camera roll! Yes, I now take pictures sometimes of scary or interesting places I’ve seen just in case I will use them for encounters. It makes the game feel even more original.
Something I like to do is stockpile fantasy art of different rooms, structures, environments, etc. I'll simply place the art down and we use that as our abstract map. I find the approach aids in building atmosphere and helps players who struggle with imagining the action.
Maps should complement the game play. Counting squares is slower-paced and methodical which matches the pace of a slow dungeon crawl by torchlight, checking for traps ever so often.
For other combat, I literally just draw two parallel lines across a sheet of paper to create 3 zones. Players can move from zone 1 to zone 2 and melee an enemy occupying zone 2. Archers can shoot into zone 2 normally or zone 3 at a long range penalty.if the mage hides behind 1/2 cover and casts a spell, I just put down a 1/2 cover token and touch his mini base with it so everyone knows they are behind cover.
This map serves abstractly as a representation of what’s going on; at a glance you can see what everyone else is doing and roughly how far away things are.
This method feels better for more open combat that’s outside or on a field.
I started playing TTRPGs with AD&D 2e almost 25 years ago and never once as a GM I used a battle grid. Always used abstract maps and it always worked nicely, be it with more "narrative-driven" games like the ones from the Storyteller/Storytelling Systems or games who have more nuanced, wargame-like combat systems like D&D has.
You know
... I am one of thise DM s who refuses to do anyhring without a map. But this sold me on trying it because you provided all of the essentials that a map can do. Thank you
Abstract, quickly drawn maps are how I learned to run and play AD&D in the early 90s. So weird that this has a become a foreign style of play for so many groups. This video of yours is an important PSA.
Def my go to that ive settled on after like 8 years. I do bring out rhe grid for newer players and theatre for quick fights but this is def my favourite method
GREAT advice. I only use abstract distance since I first read Index Card RPG. I love using Pathfinder Flip Mats and Dungeon Tiles. It's so much easier and fast.
I have aphantasia and i cannot thank you enough for just even acknowledging it. It can be pretty hard to deal with bedause folks don't quite get that i literally cannot visualize anything.
This was massively helpful and i appreciate your work!!
My pathfinder foldable maps are an integral part of my dm kit. I rarely prepare a battlemap nowadays. If combat happens i just pull out the markers and sketch everything up. And if players have ideas about movable scenery, cover, breaking stuff... I can just erase and redraw as needed. It's great!
Abstract maps may be even better with tokens rather than minis. Character and monster minis can focus attention more on the map, gridded or abstract, making it more board game like and less cinematic.
I use abstract maps all the time, it makes everything much easier, when a player wants to do something they most of the time can guess if they are close/far enough and it makes tracking everything much easier.
they can also use their icons, i can use cool icons myself and sometimes it's just a few lines to outline the area, other times it's just a grid-less map.
This is how I run things now. I actually have a philosophy that I run Action Scenes rather than Combat Encounters - and I do not preplan when or how things will get loud. I get to be as surprised as my players. Abstract maps help facilitate this.
Abstract maps allow much more movement in the action. Moving naturally from location to location. I have players jumping between space ships or moving back and forth on trains.
Very abstract maps leave more room for my players to be creative with exactly what items are in the environment to make use of, rather than letting the map define everything.
We use a lot of index cards, dice, game books, and other random objects sitting on the table to define the space.
This is how we played when I started in the 80's. We had minis, or tokens representing our characters. (My first two were pieces from some forgotten board game.) And the DM usually didn't have mini's, but being an electrician, he used wire connectors of various types to rep the monsters (numbered as well). And if we needed a "map" for combat, we'd just use a blank piece of paper with lines drawn on it. And we didn't always need that. But what I remember of the encounters isn't those abstracts, but the images of a "real" world in my mind, like that Fog Giant and his Yeth Hounds, or the Green Dragon that killed my elf, or those Driders lurking in the forest, hidden in their globes of Darkness. Or ... or ... or ... Theater of The Mind -- the best kind.
"... a piece of paper stolen from the local dog track."
I'm a proponent of the idea that "strangely specific" is a legitimate form of humor. Well done!
Another cool thing I've seen is someone using scenes. Juat pictures if scenery and they put people's tokens where they are on the map.
For distance it's like I wanna try to get to the top of that hill. You can make it to the bottom if you want to get to the too you have to dash
9:24 is such incredibly solid advice and has become an integral part of my Gaming philosophy!
I use a non-grided play mat and add some terrain features as references. because we are using the typical 25mm -30mm miniatures, scale becomes self explainatory. i don't measure anything. for the simple reason - we are playing a role-playing game - not a tactical simulation.
as a side note, I also don't use an initiative based encounter system and removed the action economy.
Professor Dungeon Master's Ultimate Dungeon Terrain, falls into this category. It breaks up the battlefield into ranged zones and lets you get the relative position with other combatants on ther map. It's not free, but the materials to cinstruct one aren't pricey.
I was about to mention that as well as the ICRPG methods.
Was about to comment this, his Ultimate Dungeon Terrain came to mind immediately.
I was just about to mention UDT. It's also perfect if you enjoy building and painting miniatures and terrain.
Also, it can be free, if you have a fairly big box and a marker laying around. Cut a circle out of one side of the box, draw a smaller circle in the middle. Or, if you don't want to cut out a circle, you could ask a grocery store bakery/deli for a cake/pizza circle - they have ones as big as 14 inches, which is plenty big to get you started. They might say no or charge you a quarter for it or something, but I feel like most of us will just give one to you if you ask.
Dollar Tree in the US seels felted and cork covers hexes that are about 10" on a side for $1.25 each. If you have a few of those it's easy to show near, close, far and distant..
Double near AKA "In yo face."
I just love moving my little guy on the map.
I enjoy this kind of abstraction in board games (assault on doomrock) and some theater of the mind scenes, or when I need a map ASAP in the middle of a game.
I also think i'm better at running with it in more narrative games, like any PbtA games. Most of my games are ran online on a VTT as well so that's a factor. I can have almost anything setup in a couple minutes.
I love abstract maps. I can appreciate the tactical nature of 5-foot grids, but I've seen zones or abstract distances let things go very smooth. Sometimes you'll get people asking whether they can reach certain places, but I find it's no more than people counting squares.
I love to change the term "Very near" into "Danger close"
I get all my pencils at the dog track 😂
Mike flexing that he has friends with sheets of paper just sitting in their recycle bins.
This is how we played 2e in the 1990s. I had a dry-erase 1-inch grid mat and drew the current room (the players were responsible for adding it to their map), but we paid basically no attention to movement rates, because in a small area with 1-minute combat rounds you can basically go anywhere you want. I've played 5e with a DM counting squares like we're playing Monopoly, and it was the dumbest feeling ever.
I solo rpg so this is what I generally incorporate, however in boss battles I get back to the nitty gritty grid style
I just scribble out my maps MS Paint style. I'm not ashamed of it in the slightest; it's easy for me, it gives a visual aid for the players, and it allows their minds to fill in the blanks based off my descriptions. Also, no grids, we just eyeball distances.
Theater of the mind only works if everyone at the table plays fair and has good sportsmanship. If even one person proves they can't be trusted, it fails. This is a good compromise that forces more honesty.
Are we all going to ignore the "Pencil from the Dog Track"?!
Thanks
A player of mine still wants dungeons and designed rooms for combat... I just don't get why... I used to fill dungeons up with decor and cover and hazards yet nothing was ever used outside just cover
I've used abstract maps for years running Call of Cthulhu. Just a quick sketch on a legal pad. "This scribble is the cultist this scribble is you, the door is over here."
4:49 life lessons!
We play entirely online and I stopped using a VTT entirely and it's been 100% better for us.
Everyone mad about AI will use it as soon as it becomes easy, confortable and useful to use
I misread the thumbnail and thought it said “abstract comedy”. Never mind, this is not for me
I`ve tried. It's boring af.