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General Tabletop Discussion
*TTRPGs General
Recreating the feeling of actually being in a Labyrinth
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<blockquote data-quote="Rogue Agent" data-source="post: 5794988" data-attributes="member: 6673496"><p>Once mapping of any kind if taking place -- whether objective through a battlemap or subjectively through verbal descriptions -- you're unlikely to get lost. It doesn't take much accuracy for a map to give you enough information to successfully get you back to the exit.</p><p></p><p>So, IME, you'll usually get away with it once (at most): If your players go into a sufficiently complex, non-linear dungeon and don't map their progress, then you've got decent odds of them becoming disoriented and lost when they eventually turn around and try to leave again.</p><p></p><p>The degree to which this is "fun" depends largely on there being some sort of valuable pay-off from being lost. This usually means that the dungeon is meaningfully <a href="http://www.thealexandrian.net/archive/archive2010-07c.html#20100723" target="_blank">jaquayed</a>, filled with interesting content, and variable depending on approach.</p><p></p><p>Beyond that, if you want to get the players "lost" in the sense that they need to puzzle their way back out, you'll need to achieve it in some other way:</p><p></p><p>- Teleportal effects</p><p>- Dungeon layouts that shift</p><p>- An exit that shifts, collapses, or disappears</p><p>- One-way passages in general</p><p></p><p>In general, these things only seem to be fun if there is a way for players to "out-smart" or "overcome" the situation. If it's all just random chance, the players usually won't have fun.</p><p></p><p>Another good way to handle this is to make it a carrot ("there's something cool if you can figure out how to get through this maze") rather than a stick ("you can't leave the dungeon until you figure out how to get through this maze").</p></blockquote><p></p>
[QUOTE="Rogue Agent, post: 5794988, member: 6673496"] Once mapping of any kind if taking place -- whether objective through a battlemap or subjectively through verbal descriptions -- you're unlikely to get lost. It doesn't take much accuracy for a map to give you enough information to successfully get you back to the exit. So, IME, you'll usually get away with it once (at most): If your players go into a sufficiently complex, non-linear dungeon and don't map their progress, then you've got decent odds of them becoming disoriented and lost when they eventually turn around and try to leave again. The degree to which this is "fun" depends largely on there being some sort of valuable pay-off from being lost. This usually means that the dungeon is meaningfully [url=http://www.thealexandrian.net/archive/archive2010-07c.html#20100723]jaquayed[/url], filled with interesting content, and variable depending on approach. Beyond that, if you want to get the players "lost" in the sense that they need to puzzle their way back out, you'll need to achieve it in some other way: - Teleportal effects - Dungeon layouts that shift - An exit that shifts, collapses, or disappears - One-way passages in general In general, these things only seem to be fun if there is a way for players to "out-smart" or "overcome" the situation. If it's all just random chance, the players usually won't have fun. Another good way to handle this is to make it a carrot ("there's something cool if you can figure out how to get through this maze") rather than a stick ("you can't leave the dungeon until you figure out how to get through this maze"). [/QUOTE]
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