The players are entering a massive mining complex on a mission to find something. There are hazards, hostile wild life and other hostile competing groups they have to worry about, not to mention a double crossing bad guy on their tail.
Typically I would prepare a detailed map of the place, something akin to an old Dungeon Map from 'you name it' fantasy system, with encounters and interesting finds, hazards and 'treasure' spread throughout... and then have the mission objective tucked away for them to find.
But what about a more narrative approach. No map, just a series of descriptions regarding the areas they visit. The encounters come when it feels about right to present them and they find their goal when Im ready for them to. This would allow a keener sense of timing where encounters are concerned and let me rush the thing along or slow it down as needed to keep the drama up. Their choices as to which direction to take, which tunnel to follow and so on really don't have any bearing directly but can be made to appear that way through description and perhaps allowing them to pencil an adhoc map as they go.
Anybody else run a typical "crawl" this way?
Edited by rgrove0172