Wik
First Post
I've run games where the experience is similar to Doug's. I once ran a DARK SUN dungeon that made very little sense, and afterward, I was able to pick a lot of holes in the design - the Players never picked up on any of that. In fact, they had a lot of fun.
A few years ago, I got an archaeology textbook that was filled with maps from Egyptian Tombs, Greek Temples, etc. I took one of those maps, turned it into a dungeon based off an egyptian tomb (fairly well researched, I might add). And the players spent a lot of time picking holes in it. Never mind that it was based off a REAL TOMB.
Absurdities and illogical events can be fun, but there has to be a reason to them in the end, or the players will get frustrated. You can send Napolean's troops to Egypt wearing Wool in your game... but the PCs have to at least have a chance to find out that this happened due to an oversight... or a conspiracy theory... or whatever else.
A few years ago, I got an archaeology textbook that was filled with maps from Egyptian Tombs, Greek Temples, etc. I took one of those maps, turned it into a dungeon based off an egyptian tomb (fairly well researched, I might add). And the players spent a lot of time picking holes in it. Never mind that it was based off a REAL TOMB.
Absurdities and illogical events can be fun, but there has to be a reason to them in the end, or the players will get frustrated. You can send Napolean's troops to Egypt wearing Wool in your game... but the PCs have to at least have a chance to find out that this happened due to an oversight... or a conspiracy theory... or whatever else.