tl;dr In the end, having players draw maps is probably not going to kill your game or drive your players away. However it does have some serious technical issues. And, if you're going to do it you have to do it for the right reasons, with player buy-in, and with an awareness of those potential issues.
Don't have the players draw maps (at least not for the reasons you list)
From everything I have experienced with players new and old, having players make the maps has never worked well and I would recommend not doing it at your table.
Firstly though, I think there are some serious issues with how you are approaching this question from even a conceptual level.
Your players may not want to draw maps; you need to ask them first
For me it bring some realistic side (maybe my players
will not like that, but that's not the point here) and I like it
Right off the bat, this is a bad attitude for you to have as a DM and will lead to problems at the table. You, the DM, are not the only one at the table who matters. Specifically, you need to take into consideration the wants and needs of the whole table, not just for you. So whether or not the players will like it is very much relevant. You need to talk to the players before going any further and figure out if this is even something they remotely want.
I'm a player who would vehemently say no to this if asked for my preference. Some people I play with feel otherwise. You shouldn't forcibly introduce a mechanic at your table that will reduce the fun at your table. Talk to your players.
You are crossing the wires of in-game and out-of-game issues
I'm talking about players physically drawing a map, not only their
You say that, but then most of your question is dedicated to introducing how this real-life map will affect the in-game world and the PCs. This is a mistake you need to sort out. Unless you have player buy-in, real-world challenges should not affect the abilities or successes of the PCs in-game. Players play games because they want to do stuff that they are not capable or wanting to do in real life. Making game challenges depend on real-world successes means that players who aren't good at that task get their in-game characters punished unjustly.
If this is your main motivation for doing this, please read the rest of this section and then seriously reconsider this idea.
I think it's much realistic and interesting to test the real memory of the players instead of assuming their characters remember everything they see.
You don't have to assume that a character remembers things perfectly, but the game already has mechanics in it to address that (read: skill checks).
What interesting results could possibly result from a player misremembering something that their character did not? The only thing I could see resulting from that is frustration and upsetedness at the table.
The characters can draw maps just fine without having to have the players do so in real life. You can even simulate this with a survival check (or a series of them).
Think of it this way, what if one of the PCs was a map-drawing master. An explorer by trade with an unerring sense of direction (a Ranger, say). What sense does it make to make that PC's map-making success depend on the result of the players' skills?
It's also a way to give advantages to players who pay attention to description and may make it easier to "punish" distracted players (don't worry for them, I'm not that evil).
If you have issues with players not paying attention, you should address this issue directly and not punish the rest of the players/the in-game characters for it. Solve out-of-game issues with out-of-game solutions.
There's no problem to solve here
As I wrote above, I would enjoy having them invest into drawing a map. But it's also for when they we'll need a map to don't get lost in a very big maze or else, for example if we play Waterdeep Dungeon of the Mad Mage.
As I mentioned above, you should not be crossing in-game and out-of-game challenges. But more than that, you don't seem to have a compelling reason to need this beyond the fact that you (and currently only you) want it.
I'm going to list some of the issues you will face should you try to implement this and the complications that will result. In the end, I believe these downsides far outweigh any pleasure you think you'll get from having the players do this task (even apart from whether they want to or not).
Downsides to having players draw maps
To give context to the below list, one of my most extensive experiences with player mapping came from an enormous and complicated dungeon which the DM required the players to sketch out. We sketched each room to exact dimensions to grid level accuracy, which was often useful because they're we encounters in many of them.
If you're situation is substantially different from this, the extent of the problems will certainly vary. However, I think these problems will have to be dealt with to one extent or another regardless of the context.
There are certainly ways which may reduce some of the impact of the issues, but I haven't tested any and so won't address that in my answer.
Every one of these issues is one that has repeatedly come up at my tables throughout the years.
It takes a lot of time
I'm not joking when I say this, even in a simple dungeon, having the players draw maps can and likely will slow progress to a crawl. This is because it requires the DM to give all the information about the room (dimensions, locations, doorways, location on the map, etc.) while the player is sketching. During this time the DM could instead be describing the room narratively, interacting with the PCs with their actions in the room, looking at encounter information, reading ahead, or literally any other productive task. Instead, they are describing a map which they have drawn out in front of them to someone else who can't see that map. Even if the players hear and translate that information perfectly onto the map, this still takes precious time away from a session that could be used for other things.
At tables I've played at, the time it takes to draw the map out in real time has been a large source of frustration even among people that enjoy making the map.
Mistakes will be made
No matter how obvious you think your description of the room is, the map-drawers will accidentally get it wrong. A lot. They'll do things like accidentally flip width vs height, put the door on the wrong side, attach the room on the wrong wall, etc. And when they do you have to spend even more time to have them erase it and then correct it. This happened once in an error so bad the DM had to take it home and sketch a decent portion of the map again.
And that is if you manage to notice the error. Many times I've had DMs not notice until hours later that a mistake was made on the map and now suddenly this room won't fit! You think this won't happen to you, but it will. DMs are busy and even if you take (even more) time to check over a drawing, you too will miss errors (a common source of DM error: the fact that you are looking at their map "upside down").
Sometimes, you will end up just giving up and (re)drawing things out for the players because of misunderstandings.
It's boring for most, if not all, of the players
You mentioned worrying about players not paying attention before. Well this is a great way to get them to pay even less attention. It only takes one person to draw a map and it isn't particularly a thrilling process. Expect phones to come out and people to leave and get snacks or drinks while this occurs. This is the opposite of one of the things you mentioned wanting to do which is to keep their attention. At most, you get one player's attention and lose the rest of them while things are worked out. I have personally experienced it both as the checking out player and observing others doing the same.
New players have enough to keep track of
You mention this is for new players. This is going to be a challenge to them but they likely will already have their hands full trying to learn and manage their characters and new abilities and roleplaying. Having them take time away from that can lead to less-prepared and engaged players.
I don't recommend doing this because it is a whole lot of hassle for almost (if not entirely) no positive gain in fun for the table.
Here's what you need to do to even have a chance at this being successful:
- Reevaluate why you want this to happen. Challenging the players instead of the characters is not a good reason and will likely not resonate with your players and lead to frustration. If you are going to introduce this, you need a good reason, one that is fun for the whole table.
- Talk to your players. If they aren't interested, this idea is a non-starter regardless of what you personally want. If they are interested, you need to talk to them explicitly and in-detail about how this will work and make sure they agree to it and that it seems fair.
- Once you've done that you are going to need to tackle the practical
issues I mentioned above. Problem is, I've not seen any great solutions. If you don't tackle them, you need to prepare for longer sessions and less engaged players.
In the end, having players draw maps is not going to kill your game or drive your players away (likely). However, if you're going to do it you have to do it for the right reasons, with player buy-in, and with an awareness of the potential issues.