Monday, February 5, 2018

The Map is not the Territory - Part 2 (map trivia)

Yes, already the second post. I need to get my jive back and for that, it helps to work this keyboard as hard as possible ... Anyway, Part 1 left lots of question marks and some of that needs to be resolved. Not sure if a third post will become necessary (yes, it will). For now, we take a deep dive into maps and what they do. 
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Clarifications for Part 1

If you haven't read that, this will get you up to speed. I'll start by quoting something I wrote on g+ to illustrate part of the idea:
"... imagine yourself in the middle of a forest without a map. What are your options, what is it you can do to get around, etc., etc. ... Now imagine yourself with a map. What would change? What is it you can do now? How does the map relate to what is surrounding you? Your options change, but not as much as one would actually think. As a matter of fact, if you don't know where you are or how to work a map, it might end up being useless to have a map, right? And now imagine the players having a map without the characters having one ... that's the discrepancy I'm talking about."
I'm not talking about how maps lead you from point A to point B. What I'm talking about is what maps do for the game, what they should do for the game and what they can do for it.

There's a little detour in the post about how damage can be handled way more abstract than it is done in D&D by leaving the notion behind that every aspect of a creature needs to be quantifiable. The principle is the same as with maps: you can cut the fat by answering the question which aspects of a creature you really need to allow a meaningful interaction with the characters.

Contrary to common practice I believe that you can get away with scratching the notion of hit points (among other things). The reason for this is the same reason why we are talking about maps here, it's about how the system translates the interactions with the narrative environment surrounding the characters. There is a lot to this, but the basic idea is that characters more or less are expected to experience the world around them as we do ours. That's how we relate to what they experience and that's what we base our decisions on what they can do or what their chances are to succeed.

So, characters in a forest would mostly see what's directly surrounding them. They may have a notion where they are or where North is or how to find that out. However, since the narrative environment is not so much a virtual space as it is an emerging pattern, we can get away with just creating enough content to create a credible sphere of continuity (that is: basically being ahead of the players at least a couple of steps).

Which means, in a way, that a monster having hit points is equivalent to having an idea where all the trees are in a forest, while all we might need is the idea that the hit points/the trees are there and how that interacts with the characters. The idea is to show that while maps are useful and have their place, there's also a divide between maps depicting spaces and role-playing games creating patterns.

This is where Part 2 starts ...

Problematic Maps

There's a great article over at Tor about how problematic Tolkien's maps of Middle Earth are and it is an interesting read for that alone, so check it out. The main take away here (for this post, at least) is that Tolkien would have been better off without the map. Why? Because the story doesn't need it and the internal logic of the map (or lack thereof) actually hurts the story (or will after you've read that article ...).

As a matter of fact, if Tolkien had left it at just describing the journey of the fellowship of the ring, it would have produced a huge range of maps made by publishers, artists or fans and some of them are bound to get it right while staying true to the source. As it is, the map that does nothing for the story but codifies what Middle Earth looks like, warts and all.
See the problem? [source]
It's not a problem, I hear you thinking. Well, role playing has it's very own and very similar problems with maps. Although somewhat reversed. Check out, for instance, the 3e Forgotten Realms Campaign Setting. Or rather, every published D&D setting from AD&D 2e onwards, to be honest, but let's look at the Realms. The short of it is, it's full.

So full, in fact, that there's almost no room left for a DMs own stuff. Of course, that's also (and to a huge degree) due to the texts accompanying those maps: cultures, sigils, names, seasons, religions, stories, non-player characters, politics, world events ... lots and lots and lots of stuff there, ready for the taking. Or taking away creative wiggle room.

Just like with Tolkien above, though, it's the maps that make it worse. They codify the texts while creating the illusion of completeness and putting all of the described locations into context. It creates a restricted space where just the texts would have left enough room for interpretation for all using it.

The thing with maps is, they try to fill the gaps and the empty spaces and while resorting to generalizations out of sheer necessity, it still occupies everything. Text alone doesn't do that.

Maps vs. Reality

Maps just don't do reality. Full stop. They heighten certain aspects of an area. It's more of an interpretation cut towards certain needs, but never the complete thing. Can't be. If a map would depict every aspect of reality ... it would be reality. Maps are the tip of the iceberg or the proverbial tail of the elephant. They show aspects of reality, sure enough, just not the whole. I can't stress enough how crucial this is when talking about fictional maps. Because if maps never show the real thing, what does that mean if all you have is the map?

Keep that question in mind, I will come back to it.

Examples. I wrote a post a couple of years back after I had visited a real-life dungeon in Oppenheim and you can read it here. The main takeaways are: it's chaotic and multilayered with small tunnels for messenger dogs, with underground weather and sealed tunnels. There is not one straight tunnel. As far as maps go, it is impossible to map. Here, have a picture:

This is a very small portion of the dungeon under Oppenheim.
This place grew all over the place, like a fungus. That's how dungeons are more often than not. It's not how dungeons are usually depicted in role-playing games ... Which offers a nice transition to how problematic maps get if they are too concrete in what they depict. There are some beautiful 3d maps out there and if you get a chance to use them at the table, it'll add a lot to the gaming experience

And that's already where the problem is. The random nature of the game does not guaranty that the group will end up in a specific location at any given time (unless you force it ...). It's (again) the problem of fixed space versus emerging pattern.

You want a little bit more crass example? There's another post I wrote as a follow-up to the Oppenheim post where I tackle spelunking (it's here) and it's coming to some very similar conclusions about caves: they are chaotic and very difficult to navigate, even more difficult to map. Here is a picture of what a map for a real-life cave looks like:

Open in new tab and check the post for more details on that one ...
It's the closest you can get and (I think) a great example of what maps can do respectively what the limitations are. Here is another dimension to this: it has no purpose other than depicting what is there in a way that makes it possible to navigate it.

In other words, no one thinks "I need a place for my Ogre to live ..." or, to circle back to Tolkien, "We need mountain ranges around Mordor ...". It shows there's always nature before purpose, random before potential. It needs a lot of chaos before a pattern can emerge from it. Check the names they gave the areas they found in that cave map above. Meaning after the fact.

If nothing else, considering all this can give games and maps authenticity.

Finally: the map is not the territory?

No, well, yes! But we are not quite there yet. I think I managed to circle the problem this time around though: maps are always about what they depict and never the full picture. Where gaming material is (often) lacking, is when the map lacks context on the one hand, while occupying too much space on the other.

Maps offer great chances but are not an end unto themselves.

Where to go from that? Well, I guess we need to talk about procedural creation and player maps for a bit. Maybe an excursion to computer games is in order as well. The third (and final, I'm pretty sure) part of this series will conclude with an example how we can produce that abundance of material in our games that is needed to give maps authenticity and depth.

As always, comments, questions, and ideas are very welcome. You can also read on in Part 3!

3 comments:

  1. What you're talking about is pretty much why I could never buy into Birthright. It always felt like a PC playing it was displacing some natural or required part of the campaign setting itself.

    The "No room left," problem. I've always tried to keep my own maps generally vague to leave places to slot in an evil temple, or mountain redoubt for a dragon or the like. On the counterside though, having a map with all the piddly details does go a long way towards having the players feel like they're in a real environment.

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    1. The map-as-artifact angle is a good argument, Spook. Thanks for that! If you can pull it off, it can be great in games. I think the classic treasure map is a fantastic (and under-used, I think) idea to give players that kind of feel for a setting. I love props like that in general.

      I only played Birthright as a PBEM and that worked fantastic ... might have been the format, though :)

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    2. Yeah. I'm doing something similar with ACKs right now, albeit just at the 'kingdom' level. Birthright also had a problem with the whole 'you're a king, now uh, fight some goblins too' stuff.

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