So last weekend in RL we tried out a game map program called MapTool. The program and its counterparts allow the user to build a digital map, based on a grid if desired, for running games.
It’s fantastic.
Up until now I’d been either not using a grid at all or building small-scale grid-based maps in Photoshop and uploading them as jpgs throughout the session.
Not using a grid:
Okay for non-combat scenarios or very small-scale things. A combat scene with four PCs and one or two enemies, for instance, runs fairly well without visual orientation. But it tends to mean the DM has to keep track of things mentally or on paper, and somehow communicate enough of the mental map to keep people aware of the room.
Potential pitfalls: very difficult for executing flanking or complex maneuvers. Cover works okay though.
JPG grids:
Okay for short scenes or for simple visualization. In another game this past weekend I used a simple jpg layout for a puzzle map so that the players could reference the exact layout of the room, but precise character locations weren’t as important. Short combat scenes are okay here and it allows for easier conceptualization for executing flanking maneuvers.
Potential pitfalls: if you’re keeping track of character positions and enemy positions on the map, it means constant updating. Program lag and server delays may impede speed and clutter gameplay. If you’re not using character positions, you have to keep track of where people are another way.
So why MapTool?
MapTool allows the DM to create a map and host a server. Players, armed with a player-specific password, can connect to the server and be given control of a token or tokens, allowing all PCs to be user-operated, as well as any NPCs like mounts, cohorts, minions, or summoned creatures.

The PCs
The DM (GM, in the program) uses a different password, so it might even be possible to let a second DM join the server. I haven’t checked this yet though.
The map can be as interactive or flat as desired. Objects like chests and tables can be moved or flipped or burnt as the players need.
But one of the best things about it to me so far is lighting. The program has three lighting settings: off, daytime, and night-time. Off and daylight treat the characters as able to see anything.
Night-time, however, limits the players’ visibility to the sight setting given to the token of his character. Humans, for example, have normal vision, so they can see only as far as any light source illuminates, plus “shadowy illumination” for a distance after that, which is determined by the strength of the light source.
MapTool allows the DM to set vision settings and light settings manually—and it’s fairly intuitive and well-explained. After poking around on forums for a little bit I even managed to fix a bug that limited darkvision and low-light vision far more than it should have been.

The fire down at the bottom is casting light into the alleyway, which the zombies are using to see.
Ffffff so cool.
The program actually does a lot of things that I haven’t even messed with yet, like building macros and keeping rolls in game. The program has a randomizer so that dice rolls can be done in the program chat room. So far I’m not going to use this just because I and most of my players agree that part of the fun is in the physical dice-rolling, but it’s an option open to me if I need it, which is definitely cool.
PROS:
- Light settings
- Measurement for keeping track of character movement distances
- Easy visuals for distinguishing dead, injured, and healthy characters
- Allows for complex combat maneuvers and movement (flanking, using cover, climbing onto raised surfaces or walls, swimming, etc)
CONS:
- Potential for lagging or delays or disconnections
- A lot more prep work is on the DM
- Initial image library is okay, but not great, and will need to be supplemented with other resources (for someone who is not terribly good with “google-fu,” this can be a hefty drawback)
Tags: chatrooms, delay, dungeonmaster, gamemaster, grids, lag, maps, maptool, photoshop, Players, Preparation, Rising Legions, rptools, tokentool
August 22, 2010 at 5:19 pm |
I AM EXCITED FOR THIS ENTRY. <3
August 26, 2010 at 2:52 am |
I really enjoyed using MapTool the one time we’ve played with it so far. I wouldn’t really want to use it for anything that isn’t combat-based though. I usually have a really clear mental picture when we play online, and while this was COMPLETELY AWESOME for combat, it would totally throw off my vision for say… if the party were having an important meeting with a shaman or something, no fighting. Do not want to be picturing something like that from a bird’s eye view constantly.
BUT FOR FIGHTING IT WAS GREAT – I DEFINITELY WANT TO DO IT AGAIN! Except I’d like you to get more sleep putting the setting together next time. xD;;
December 20, 2010 at 10:20 pm |
Iiiii agree with this. I think I maybe ought to try incorporating it for larger scale things– just to help get everyone on the same page regarding, say, “what does the room in general look like.” Even if I don’t have the NPCs blocked in, I wonder if it would have helped for, say, the Yafaiyan dinner. If everyone had been able to see exactly where the tables were in relation to the head table, and where the guards were… I wonder if that would’ve saved some headaches. What do you think?
August 26, 2010 at 12:11 pm |
Mmmm, seconding Zim. This was a little slow starting up, but then it became the most amazing thing ever, and it made combat really exciting. I LOVED it — and also want to add, as a necromancer in charge of directing 10 zombies in combat, it is SO MUCH EASIER than trying to explain where I am moving eleven-twelve different chess pieces.
I really enjoyed the information discrepancies — those with dark vision knew about the Barghest WAY before I did, and after a while I was setting zombies on fire and moving them about the map so that I could *see*, which would never have occurred to me as a necessary measure without the visibility tools.
December 20, 2010 at 10:21 pm |
Man, I think the NPC-horde aspect is my favorite part. “Oh there’s like fifteen orcs here and they’re moving… hereherehereherehereherehereaaaaaaand here” instead of “Yeah there’s like… a buncha orcs. And… yeah you could hit like any of five of them.” The fact that I can hand over appropriate NPC tokens to players is just like, the icing on the cake. xD
AHHHH visibility you are so cool. Even though you occasionally reset your parameters, and you slow everything down massively.