Goosecrawling

A while back, I took part in Foul Play’s Location Jam 2024 , and the way that Foul Play designer Hendrik ten Napel delineates the fictional space in his game is really simple, and nicely tactile - post-it notes. Why is it good? It’s a point-crawl system that works visually; when I look at a Foul Play location, I can imagine scribbling down areas on post-it notes for my group in-person. Unlike manually drawing out a battlemap, precision doesn’t matter; as long as everything is basically in the right places, then it’ll give the correct fictional positioning to my players. Then, something I think is super important - they can interact with the board. They can add their own post-it notes, they can remove them if they’ve obsoleted them; it’s a dynamic way to design a map that combines all the benefits of a point-crawl system with the tactility of physical mapmaking. The major difference between what I’m going to call goosecrawling and point crawling is scale. Point Crawls are commonly use...