Mapping Survey (2) Comments by James Judge I feel that mapping RPGs such as Dungeon Master, Bloodwych, Captive and the like takes the enjoyment away from the game. Stopping every few moves to add a few squares to your map makes the play so slow that the enjoyment is lost. I don't need to map these types of games as I have a great memory which serves me well when faced with these games. Never once have I got lost in DM, Captive or any of the other games I've played, even with invisible wall mazes such as the one which appears in Knightmare! Mapping games such as Ultima V are, once again, not necessary as, for the above ground bits, you've got a nice cloth map supplied. Towns are pretty more or less simple to remember or you can view a gem or use the crystal balls dotted about. The 3D dungeons are just the same as DM etc. Text adventures are another kettle of fish. Being rather slow games, they are designed to be mapped so I map them for three reasons. One, I enjoy it and it adds to the enjoyment. Two, it helps with the game because I'm famous for reading the text descriptions too fast and missing exits so maps can help. Three I normally send it to SynTax and get a few more points . Mapping is just personal preference. Some people get lost without one, especially in large RPGs (eh, Mango Man?) while others don't need to as they feel it detracts from the enjoyment. People have different ways of mapping (Jim Johnson's way springs to mind) but I should imagine the most common way for RPGs is how Mongoose said in his article. Text adventures' mapping, I should imagine, is standard - little boxes with lines denoting connections and, in the boxes, the room name and any interesting items/clues found there. Whatever way you look at it, everyone maps and it is essential. Maybe not for you but for someone else.