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What are some important things to keep in mind when creating custom maps for your adventures? I'm getting back into GMing after quite a long time and I feel like I'm relearning everything from scratch. CoC game btw.
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>>97464263
I too love the CoC! Just don't make the map a shitty maze that they have to investigate every room in. It's better to highlight important areas and brush over places in the map that aren't important. For instance if it's a mansion with 11 bedrooms, if most of them aren't important to your story you can tell the players "and over there are the bedrooms". Doing it like that will indicate to them that it isn't really that important and they don't need to waste two hours searching each one when the real action is going to be in the basement or whatever.
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>>97465924
Yeah fair point. I revised it to only include the rooms/apartments connected with important/named NPcs.
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Bathroom, bedroom, storeroom, and kitchen
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>>97468340
Actually it would take a long time for all of these to be accessible to the urban poor. The tenement building I based mine on was built in 1851 and was considered pretty luxurious because each unit had its own kitchen alongside the main living/sleeping room. Bathrooms were still communal, situated in an outhouse next to a washing room and a laundry room.
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>>97468603
>guy knows his shit
Based history fan, nice. Yes, I think you're on the right track. Don't worry too much about the map. In my experience, the players will reference it but won't need it to be incredibly accurate unless they are searching for something hidden that you have indicated on the map (missing room, etc). Focus on the details in your descriptions if anything.



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