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Suggestion: Local Map Shading/Contrast

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So in my last play through I made it to the ruins beneath the town before one of my characters developed RSS (rigid spine syndrome) and refused to move any farther. As I was going through I kept referring to the local map for orientation, and contrast was such that I could not really make out anything outside of my current view point. Rooms and areas I had already been were too dark to actually be of any use on the map. 

 

Now, I don't super CCTV vision of what's going on in rooms I am not in, but I would prefer better visibility so the map is actually useful. I know this veers away from a simulationist approach, but in any PnP game you know we would have the graph paper and ruler out!

 

 

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