Worlds of Design: The Lost Art of Being Lost

If you’ve played tabletop RPGs long enough, you’ve probably been in an adventure where your party got lost. Yet it’s much less likely to happen nowadays.

If you’ve played tabletop RPGs long enough, you’ve probably been in an adventure where your party got lost. Yet it’s much less likely to happen nowadays.

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Picture courtesy of Pixabay.

You got to go down a lot of wrong roads to find the right one. - Bob Parsons
If you’ve played tabletop RPGs long enough, you’ve probably been in an adventure where your party got lost, or cut off from retracing their path home (which amounts to the same thing). Remember how exciting it was? Getting lost is a common occurrence in actual military operations. Yet it’s much less likely to happen in tabletop RPGs nowadays.

Fog of War​

In the first years of playing Dungeons & Dragons, many of my most memorable adventures were ones where we got lost in a place with few pathways, such as a dungeon. The cause could be as simple as a one-way door, or a rotating room. But this has changed, and it’s due in no small part to computer role-playing games (CRPGs).

In D&D’s early days, one of the fundamental roles of any party was the mapper. The idea being that the dungeon was concealed through fog of war, in which games simulate ignorance of strength and position of friends and foes. A common staple of board games, it was carried over into wargames and D&D. A mapper was an out-of-game role for a player (although presumably, the player’s character was also creating a map) so that retreat and further exploration were possible.

Fog of war changed how D&D was played. Being lost or cut off from home requires a different mode of play. In typical play you can go through an encounter or two, then stop (or go back home) to recover before you continue. But when you’re lost, you have to husband your resources much more carefully (depends on the game rules, of course).

Fog of war has a lot of fiddly tactical elements, not the least of which being that it requires keeping players in the dark. Dungeon masters must keep track of what’s happening with two separate maps, one representing the “real” dungeon and one representing what the PCs have explored. If the game is procedurally generated, it may be that even the DM doesn’t know the layout of the “real” dungeon, creating it as the players explore it.

This is a lot of work, which is why when the concept was ported to CRPGs, mapping was offloaded to the program.

Computers Take Over​

The Dunjonquest series of games were one of the first to replicate dungeon exploring, using numbered rooms and text descriptions that were read separately in a booklet resembling a pen-and-paper adventure module. But it wasn’t long before games just mapped everything for you. As computer power increased, virtual worlds got bigger, as did the opportunity for players to get lost. Many CRPGs provide waypoints that show the direction, if not the distance, to the next quest.

This led to the conventional wisdom that CRPGs should “always make sure the player knows what to do/where to go next.” It’s a form of handholding, making sure that players don’t get frustrated, that derives in part from the prevalence of free-to-play (F2P) games. If a free game is frustrating, players may quit it and (easily) find another to play.

The design objective in free-to-play video games is not to challenge the player(s), but to engage them in an electronic playground long enough that they’ll decide to spend money on micro transactions, or other methods of acquiring the player’s money. In a game that costs the player nothing to procure, anything that’s frustrating tends to be avoided, except when that frustration is a slow progress “pain point” that the player can fix by spending some money to speed things up. Negative consequences are avoided.

This approach can surprised players accustomed to CRPG-style exploration.

The Fun of Getting Lost​

The same factors that led to CRPGs streamlining mapping affect tabletop games: lack of players, lack of time, and getting players up to speed quickly so they can play.

While getting lost can be fun, not everyone wants their first play experience to be wandering around in the dark. New players expect to jump into the action, at least in part because so many other forms of entertainment allow them to do just that.

This of course depends on the style of play. Players might not be as frustrated in sessions where the GM is telling a story, as players will regard getting lost as a necessary part of the story. In a story, getting lost is exciting and mysterious. But (as GM) if you’re “writing” a story for your players, you have to control when they get lost, you can’t let it happen randomly. And if they’re used to you guiding them through a story, they’ll lose that excitement and mystery of getting lost, because they’ll know you’re in control.

Consider the Secret Door​

Whether or not a DM uses secret doors encapsulates if characters can get lost in a dungeon. If the DM is telling a story, a secret door is more of an obstacle—the PCs will presumably find it no matter what to progress the story. If the DM is running the game as a simulation in which the PCs’ dungeoneering skills are tested, the secret door may not be found at all and the room behind it may never be discovered.

Where this becomes an issue if players think they’re playing a story game but the DM is running a simulation. A dislike of secret doors by novices in D&D, sometimes termed by players as a “dirty GM trick,” represents the conflicting approaches. Some players want clear paths instead of obstacles. They’re not interested in allowing secret doors to perform their primary function: rewarding players for skillful dungeoneering.

Video gamers learn what they "should" do next. Board gamers of the Eurostyle learn the Generally Accepted Best Move in This Situation, and other players may actually get mad at you if you play differently! (This is partly a consequence of "multiple paths to victory" that everyone must follow to solve the puzzle of the parallel competition.) TTRPGers have much more "freedom," fortunately.

If your campaign is a simulation, then getting characters lost is a good way to challenge and excite players. If your game is a playground, or a storytelling session, the players might not react favorably.

Your Turn: Do you allow parties to get lost in your games?
 

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Lewis Pulsipher

Lewis Pulsipher

Dragon, White Dwarf, Fiend Folio

Vaalingrade

Legend
being lost originally lead to random encounter tables, but* not every 'random encounter' had to be a fight, being lost let you discover cool things, and finding cool things was half the point of the game.
Or just die to the literal spirit of adversarial DMing having some giants sneak up on you in a desert.
 

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EzekielRaiden

Follower of the Way
while tom bombadil was an encounter that amounted to nothing in LotR, a character like that can prove very interesting for players to interact with or for the GM to use in a DnD game, like, the players have an obstacle or have found a magic item they don't know what it is so one of them pipes up "hey, lets go take it to that super powerful magic guy we met that one time, i bet he'll have some advice on what we have to do!" how many times has that happened? the PC's remembering some one-off NPC you never intended to amount to anything.

being lost originally lead to random encounter tables, but* not every 'random encounter' had to be a fight, being lost let you discover cool things, and finding cool things was half the point of the game.

*as far as i am aware
Again, I see a lot of conflation here between "being lost" and things that aren't actually the state of "we have no idea where we are."

There's wandering--travel without any specific intentional direction. Then there's diversions, temporarily splitting off from your intended path (whether by accident or not.) Then there's redirections, where (accidentally or not) your destination/goal changes as a result of events during the journey. There are also course corrections (same destination, just switching paths) and delays (staying in place for a time rather than advancing.)

None of those things are, nor require, a state of having no meaningful* idea where one is at the moment. And the longer you spend in "we literally don't know anything meaningful* about where we are," the less time you actually have for...any of these other things. Hell, Tom Bombadil wasn't even the result of getting lost! They were travelling through territory they knew relatively well and simply didn't realize that they'd run into such a dangerous tree (Old Man Willow, likely a huorn, one that had become wicked.) The actual period of being lost, of having no idea where you are nor how to get to a place where you do know where you are, isn't particularly interesting or impactful.

What is impactful is an event that can follow once you know where you are (even if you don't know how to get to where you're going from there.) That would, for example, include something like the following: (1) The party gets lost in the treacherous Dark Forest on their way to Castle-Town, until they (2) run into a mysterious abandoned mansion deep in the Forest, where they (3) have an adventure wheeling and dealing with the many ghosts present there. Notice how getting lost is only a very small part of this process: the rest of the time, you're being active.

Getting lost can be a trigger for interesting things, but being lost is a pretty dull state of affairs all things considered. It's not a good state of affairs, but "this sucks and I don't like it" alone does not an engaging story make.

*Is it okay if I stop adding this qualification? Obviously if you entered the Dark Forest and can tell you're still in the Dark Forest, that's information, but if you get lost inside the Dark Forest and don't know how to get to where you wanted to go, the fact that you are still in the Dark Forest doesn't tell you anything useful. I just don't want someone to try to skewer me with "well you always know SOMETHING about where you are, unless you're unconscious or something!"
 

Laurefindel

Legend
See, to me, there's a very good reason the Tom Bombadil diversion in LotR was cut from the movies. It was boring and pointless. I've skipped entire pages of the LotR because I just cannot be bothered reading it. It serves no purpose. It does not further the plot. It does not show any character growth of the protagonists. It's basically just a big middle finger to the reader - here's this guy that could save all the death and misery of the entire story but he's too twee to bother worrying about little stuff like that.

To me, this is the very worst advice you could give gamers. Grinding through boring bits which, again, are not something that you can overcome. It's entirely random. Did you roll high enough on that check? Yup? Great, you're not lost anymore. Knock off that many rations and move on. There's no puzzle. There's no play. There's no actual game here.
I think a lot of it comes to what someone can and cannot be bothered with.

Getting lost - with any narrative contribution - is an exercise in improvisation and adaptation from the DM. A hiccup in the storyline, and potentially a window of opportunity for something the DM has in hands when it happens. If the DM has a cool dungeon or whatever that they’re excited to show and can’t wait for the PCs to get there, then getting lost is a pointless and precious lost of time for the players (DM included).

But there are so many other ways to play the game. As a DM, i don’t bother too much with the eventuality of getting lost because my adventures are (relatively) well planned and I don’t want to get distracted from the complex structure I’m trying to put so that my campaign doesn’t get too linear.

But I’ve played in games were time was a resource, directly or indirectly, and getting lost would mean running low on food or water, or arriving too late, or getting ourselves in danger in a game where death was really real (much more than in my games). We were worried enough about getting lost that we’d spend money on scouts and guides and time planning for the journey and contingencies should it fail. This was so different from my own game, and I loved every bit of it.

My earlier games (both as player and DM) in the 90s were a lot looser when it came to plot and storyline. It was closer to a TV series of that time with an overarching metaplot but each episode was more or less self-contained. That was our definition of a campaign, and “getting lost” was one of its constituent adventures that could last 5-6 sessions of 5-6 hours each. My games have changed a lot since then. Getting lost in my current campaign would be pointless, but I still see a point in getting lost on a TTRPG.
 

Thomas Shey

Legend
I think a lot of it comes to what someone can and cannot be bothered with.

Getting lost - with any narrative contribution - is an exercise in improvisation and adaptation from the DM. A hiccup in the storyline, and potentially a window of opportunity for something the DM has in hands when it happens. If the DM has a cool dungeon or whatever that they’re excited to show and can’t wait for the PCs to get there, then getting lost is a pointless and precious lost of time for the players (DM included).

But there are so many other ways to play the game. As a DM, i don’t bother too much with the eventuality of getting lost because my adventures are (relatively) well planned and I don’t want to get distracted from the complex structure I’m trying to put so that my campaign doesn’t get too linear.

But I’ve played in games were time was a resource, directly or indirectly, and getting lost would mean running low on food or water, or arriving too late, or getting ourselves in danger in a game where death was really real (much more than in my games). We were worried enough about getting lost that we’d spend money on scouts and guides and time planning for the journey and contingencies should it fail. This was so different from my own game, and I loved every bit of it.

My earlier games (both as player and DM) in the 90s were a lot looser when it came to plot and storyline. It was closer to a TV series of that time with an overarching metaplot but each episode was more or less self-contained. That was our definition of a campaign, and “getting lost” was one of its constituent adventures that could last 5-6 sessions of 5-6 hours each. My games have changed a lot since then. Getting lost in my current campaign would be pointless, but I still see a point in getting lost on a TTRPG.

I think a lot of this turns on two possible elements of "getting lost".

1. As an earlier poster noted, often recovering from "getting lost" is semi-random. When its not, there's a lot more engagement and it can be interesting, but it has to be something beyond an exercise in die-rolling, and most outdoor travel systems aren't robust enough to do that well.

2. Even if it is an exercise in die rolling, it can be interesting, not because of the being-lost part itself, but because of things that happen along the way. That tends to require a GM who is willing to do up-front work to have more complicated and interesting encounters along the way, or is good at improvising from what random tables tell him (the latter has often been one of my strong suites as a GM, so usually when I've done this sort of thing, it at least hasn't been dull; depending on how task-focused my players were at the time it might have been annoying, but that's a different question).
 

Vaalingrade

Legend
Something else to keep in mind is that getting lost and meeting Tom is something Tolkien intended. Whether or not it was pointless to us audiences several times removed from the story, it was something he meant to do and intended to be there.

What we're talking about is literally randomly getting lost with no plan and no advance warning because the dice are writing the story now.
 

Lanefan

Victoria Rules
See, to me, there's a very good reason the Tom Bombadil diversion in LotR was cut from the movies. It was boring and pointless. I've skipped entire pages of the LotR because I just cannot be bothered reading it. It serves no purpose. It does not further the plot. It does not show any character growth of the protagonists. It's basically just a big middle finger to the reader - here's this guy that could save all the death and misery of the entire story but he's too twee to bother worrying about little stuff like that.
And at the same time serves to show there's more strange and wonderful things out there in the world/setting than just what happens to be visible from the main plot line; and that the world is maybe quite a bit bigger than just what this particular story shows it as.

All of which, in an RPG framework, is excellent. It's not all about the story or AP or whatever, and it doesn't all have to be done yesterday.

I'm guessing you're not a fan of red-herring adventures that the DM drops into a campaign simply for the hell of it, that have nothing to do with the main story but are still fun to play in the moment regardless.
To me, this is the very worst advice you could give gamers. Grinding through boring bits which, again, are not something that you can overcome. It's entirely random. Did you roll high enough on that check? Yup? Great, you're not lost anymore. Knock off that many rations and move on. There's no puzzle. There's no play. There's no actual game here.
If you reduce it all to just a few die rolls then yes, there's not much in it. But if you get more granular and ask the players what their characters are actually doing to get un-lost (e.g. find out if anyone thinks to use the position of the sun or stars as a rough compass, or if lost underground find out what techniques they're using to figure out where they are) it can for a while become a little sub-game in itself.
 

Lanefan

Victoria Rules
Again, so your premise is that this change was done for just the hell of it? Because that's pretty much your options here; that at least the designers thought that most people found this tedious, or that they just decided to do it for no reason. While their information is not infallible, I think assuming the people who own the game don't know more than you do about the player base is, well, very much a hot take.
Given their recent moves I'd say that take isn't nearly so hot as you're making it out to be.

WotC think they know about the player base, but even as far back as 1999 their information was based on faulty data. I've no reason to think it's improved any since.
 

Lanefan

Victoria Rules
It's not about every random encounter has to be a fight. That's not the point. The point is, if you're lost, every encounter you have is largely just filler until such time as you aren't lost anymore. Any encounter is simply a step to getting back to the original point of being not-lost. Ok, the random encounter is helpful gnomes that point you in the right direction. Great. Umm, so, what was the point of that? We got lost, something that the players have no control over, the DM rolled a random encounter, again, something the players have no control over, the encounter was friendly, again, something the players have no control over, and now the players aren't lost anymore.
The players have all kinds of control over whether the encounter is friendly or not. :)

What you're ignoring here is that these seemingly-random (or actually-random) encounters now can be great for planting seeds for other encounters or adventures or whatever in the future. Party's lost in a swamp and comes across some randomly-rolled ruins. OK, maybe they don't stop to explore those ruins right now but they could go back (or be drawn back) to them at some later point in the campaign - the DM might think "I've got those ruins I can use" or the players might think "There's those ruins we found - wonder what they're all about?" and boom, the campaign gets one adventure longer.
Or, instead, we don't worry about getting lost, don't waste table time on stuff that the players have no control over and no actual connection to and get on with the game.
Or instead we stop being so impatient and just let things flow as they're gonna flow.
 

Stormonu

Legend
@Lanefan and @Hussar - I think the two of you are going at it due to different approaches to D&D. Lanefan seems to be approaching it from a view of D&D as more of a simulation - trying to reproduce “what would really happen”, and Hussar as more of game or “I’ve got limited time and I want to spend it on something interesting”.

Personally, I lean a bit more towards Hussar these days. I don’t get to play very long or often any more, so I don’t like expending time on things not directly to the game at hand. Back in the 80’s, I’d probably lean more towards Lanefan’s approach as we played often enough that those sort of things did not detract (and often enhanced) our game.

Read the table and play to your strengths. If your group doesn’t mind occasionally getting lost and it doesn’t detract from DMing, dig in. If the group tunes out to these sort of things and/or as a DM it‘s a pain, gloss it over and move on.
 

Thomas Shey

Legend
Given their recent moves I'd say that take isn't nearly so hot as you're making it out to be.

WotC think they know about the player base, but even as far back as 1999 their information was based on faulty data. I've no reason to think it's improved any since.

[citation needed]
 

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