How much detail is enough detail? How much is necessary to prompt story, and how much just weighs it down?
This is one of those questions that will be different for every game, for every group of players and even changes according to the specific situations the develop scene by scene.
This current series of blue-print maps is designed to be evocative but not overly restrictive. Street names aren't mentioned, only the larger and more prominent buildings are indicated, but they are designed to evoke a richer world of blanks that need to be filled in during the course of play.
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