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How Darkness helps the dungeon crawl experience immensely.
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<blockquote data-quote="Asisreo" data-source="post: 8659138" data-attributes="member: 7019027"><p>Light is often forgotten when playing D&D typically. It may be because a lot of mainstream adventure types are done outside during daytime hours, making light a non-factor. This can be relieving for both the party and DM since this means they don't have to track more variables to the game's state. However, I would like to introduce the benefits in faithfully tracking light that actually makes the game significantly easier for the DM and party, as well as more interesting. </p><p></p><p>Firstly, this applies mostly to dungeon crawls, however, even in other adventure types, this discussion may still prove fruitful. </p><p></p><p>Now, darkness limits the amount of description the DM must provide and narrows the focus of the party. Imagine a 100ft cubic room. In a completely bright setting; the DM has to describe the the scale of the room, all of the outstanding features, the relevant furnishing like chests, and everything else all at once. For players, this can be overwhelming information and for DM's, it can be difficult listing absolutely everything of relevance all at once. This might lead a DM to cutting back on the details of a room knowing that the room will be seen all at once. </p><p></p><p>But now imagine a completely dark room. The players may have a torch, darkvision, or a cantrip but the range is usually limited to around 40-60ft, not enough to cover the entire room. This essentially cuts the immediate details that players must retain at once in half. Plus, it gives a reason for players to say "I search the room" since not everything is apparent at a glance even for high-perception characters. </p><p></p><p>Next, it makes those tricky situations where a DM is setting up patrols or ambushes and makes them more reasonable and immersive to run. </p><p></p><p>Imagine a dungeon where the players are exploring through a corridor. They hear a noise in the far distance. Courageously, the move forward to investigate. Nothing...perhaps it was a rat? As they move forward, seemingly out of nowhere, a green hag appears and slashes her claws at them. Surprised, the party reels back and hurries to steel themselves for this sudden ambush attack. Everyone rolls initiative. </p><p></p><p>The noise was the hag who noticed the party's light from the darkness and became invisible to hide herself. Now, it's possible a perceptive party member could notice her and ruin her ambush, but that's also part of the fun. The most important part is that the hag had a real, sensible reaction to the party and wasn't simply standing still while invisible and waiting for the party to arrive. </p><p></p><p>Lastly, here is a few more examples where light can help increase immersion and enjoyment in the game: </p><p></p><ul> <li data-xf-list-type="ul">Limiting the branching paths of a corridor for a more narrow focus ("As you walk through the corridor, ahead you see a wooden door to the right of the hall. You could go into that room or continue down." </li> <li data-xf-list-type="ul">Allowing for scouting PC's to see ahead of them without having to rely on torches/darkvision themselves. </li> <li data-xf-list-type="ul">Have flying creatures at night provide a unique challenge even to those with sharpshooter/long distance spells. </li> <li data-xf-list-type="ul">Force players to engage in the environment in creative ways. </li> </ul></blockquote><p></p>
[QUOTE="Asisreo, post: 8659138, member: 7019027"] Light is often forgotten when playing D&D typically. It may be because a lot of mainstream adventure types are done outside during daytime hours, making light a non-factor. This can be relieving for both the party and DM since this means they don't have to track more variables to the game's state. However, I would like to introduce the benefits in faithfully tracking light that actually makes the game significantly easier for the DM and party, as well as more interesting. Firstly, this applies mostly to dungeon crawls, however, even in other adventure types, this discussion may still prove fruitful. Now, darkness limits the amount of description the DM must provide and narrows the focus of the party. Imagine a 100ft cubic room. In a completely bright setting; the DM has to describe the the scale of the room, all of the outstanding features, the relevant furnishing like chests, and everything else all at once. For players, this can be overwhelming information and for DM's, it can be difficult listing absolutely everything of relevance all at once. This might lead a DM to cutting back on the details of a room knowing that the room will be seen all at once. But now imagine a completely dark room. The players may have a torch, darkvision, or a cantrip but the range is usually limited to around 40-60ft, not enough to cover the entire room. This essentially cuts the immediate details that players must retain at once in half. Plus, it gives a reason for players to say "I search the room" since not everything is apparent at a glance even for high-perception characters. Next, it makes those tricky situations where a DM is setting up patrols or ambushes and makes them more reasonable and immersive to run. Imagine a dungeon where the players are exploring through a corridor. They hear a noise in the far distance. Courageously, the move forward to investigate. Nothing...perhaps it was a rat? As they move forward, seemingly out of nowhere, a green hag appears and slashes her claws at them. Surprised, the party reels back and hurries to steel themselves for this sudden ambush attack. Everyone rolls initiative. The noise was the hag who noticed the party's light from the darkness and became invisible to hide herself. Now, it's possible a perceptive party member could notice her and ruin her ambush, but that's also part of the fun. The most important part is that the hag had a real, sensible reaction to the party and wasn't simply standing still while invisible and waiting for the party to arrive. Lastly, here is a few more examples where light can help increase immersion and enjoyment in the game: [LIST] [*]Limiting the branching paths of a corridor for a more narrow focus ("As you walk through the corridor, ahead you see a wooden door to the right of the hall. You could go into that room or continue down." [*]Allowing for scouting PC's to see ahead of them without having to rely on torches/darkvision themselves. [*]Have flying creatures at night provide a unique challenge even to those with sharpshooter/long distance spells. [*]Force players to engage in the environment in creative ways. [/LIST] [/QUOTE]
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