Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
What do you do when players say "we go north" but their characters don't have the "Keen Mind" Feat or Navigation Equipment?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Waterbizkit" data-source="post: 7352048" data-attributes="member: 6802604"><p>I'm fairly laid back about this sort of thing, to the point where it seems like [MENTION=45197]pming[/MENTION] might have an embolism. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>When the players/characters tell me they're "headed north" or something similar I ask myself two questions:</p><p></p><p>First, are there any extenuating circumstances that would prevent them from navigating normally? For example, perhaps they're underground, there could be poor weather, or maybe there's some magic obfuscating their ability to figure out what direction they're moving in, and so on. If there is I deal with that using ability checks of some form or another (usually survival or nature) like most people who've responded seem to do. However, if there's none of the aforementioned complications I move on to question two...</p><p></p><p>Is anything <strong>interesting</strong> <em>actually</em> going to happen if they get lost? If there answer is yes, then again, I'll have them make a few checks or something of the like and see what happens. If the answer to this question is no, then I'll just say "Okay, you head north." No roll required.</p><p></p><p>In essence, I need failure to provide something of interest to both the players and myself beyond the characters simply getting lost for a bit and perhaps running into a few random encounters. In my games I need trips from Point A to Point B to actually be an engaging experience to bother interrupting the flow of the game with rolls that ultimately mean nothing. If there are unknown ruins, enemy encampments, a time crunch, or if indeed the very point of moving around is to explore unknown regions of the map, then by all means I'll have the players actively engage in navigating. But if they just want to get from one known location to another by moving in a general direction they <em>know</em> will get them there... I'm not wasting anyone's time with die rolls that end up to amounting to, what I personally see as, essentially wasting time.</p><p></p><p>Of course... horses for courses and all that. Just because I'll the players in my games get around without rolling dice on occasion doesn't mean it's for everyone.</p></blockquote><p></p>
[QUOTE="Waterbizkit, post: 7352048, member: 6802604"] I'm fairly laid back about this sort of thing, to the point where it seems like [MENTION=45197]pming[/MENTION] might have an embolism. ;) When the players/characters tell me they're "headed north" or something similar I ask myself two questions: First, are there any extenuating circumstances that would prevent them from navigating normally? For example, perhaps they're underground, there could be poor weather, or maybe there's some magic obfuscating their ability to figure out what direction they're moving in, and so on. If there is I deal with that using ability checks of some form or another (usually survival or nature) like most people who've responded seem to do. However, if there's none of the aforementioned complications I move on to question two... Is anything [b]interesting[/b] [i]actually[/i] going to happen if they get lost? If there answer is yes, then again, I'll have them make a few checks or something of the like and see what happens. If the answer to this question is no, then I'll just say "Okay, you head north." No roll required. In essence, I need failure to provide something of interest to both the players and myself beyond the characters simply getting lost for a bit and perhaps running into a few random encounters. In my games I need trips from Point A to Point B to actually be an engaging experience to bother interrupting the flow of the game with rolls that ultimately mean nothing. If there are unknown ruins, enemy encampments, a time crunch, or if indeed the very point of moving around is to explore unknown regions of the map, then by all means I'll have the players actively engage in navigating. But if they just want to get from one known location to another by moving in a general direction they [i]know[/i] will get them there... I'm not wasting anyone's time with die rolls that end up to amounting to, what I personally see as, essentially wasting time. Of course... horses for courses and all that. Just because I'll the players in my games get around without rolling dice on occasion doesn't mean it's for everyone. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
What do you do when players say "we go north" but their characters don't have the "Keen Mind" Feat or Navigation Equipment?
Top