Lanefan
Victoria Rules
Yes.Is this a puzzle for the players or for the characters?
As in, both in parallel: the players are experiencing the same puzzle the characters are.
Yes.Is this a puzzle for the players or for the characters?
I do very similar, except I use multiple chessex wet erase battle mats or my DIY dungeon tiles. I encourage the players to map as a way to figure out where to go or areas that need exploration or revisiting and other planning.I draw a map for the players at a 1-inch = 5-feet scale on beige cardstock with sharpies and wedge-tipped black markers. I then meticulously cut out each of the rooms, and then during the game i and lay them down on the table as we explore them. This creates a fog of war effect as I pick up old, previously explored rooms when the dungeon sprawls across the table.
There are lots of reasons to be in a dungeon, other than exploring every nook and cranny, the Fellowship went into Moria, mainly because they could not get over the mountains. Other than Gimli they had little interest in exploring the place.Maybe I just have terible sense of direction, but I don't think most people are actually good at remember routes in complex, largely similar environments. my examples of schools and hospitals are based on actual lived experiences. military bases and office buildings, too. At least for me, when there are lots of hallway turns and everything looks pretty much the same, losing my way is pretty easy.
"We go back to the throne room" feels like a cheat to me. I mean, first of all, if you aren't exploring and mapping the dungeon, looking for secret doors and finding hidden routes, what is the point? If it is so linear or defined that there is no chance of getting lost, why have a dungeon at all?