Also, in terms of workload, if you're making a game that's JUST about RP and has no meta-game qualities... reconsider how crucial the grid actually is.
By which I mean, you could just have a room where there's a list of major locations, and when you 'travel' to that location, there's a list of exits or teleport commands for relevant sub-locations, like friggin... Wayne Manor or whatnot. No need to get on the ground and look for it.
Or just have RP rooms where you emit something; though I admit it is nice to have desced locations. I just don't think the workload of an arranged grid is paying off these days. It's a holdover from a completely different type of game and mindset and seems like a barrier to entry for making AND playing games sometimes.