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

overgeeked

B/X Known World
It's the journey, not the destination.

Souls games are wildly popular. One just won game of the year.

If there's no challenge, there's no sense of accomplishment if you win. You just win, easily and always. That's monumentally boring and dull.
 

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Stormonu

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.
Is this referring to Dancy’s article on the state of TSR when it was bought by WotC? I seem to recall a discussion about the survey forms TSR sent out in boxed products and the like, and that they really didn’t pay attention to the (small amount of) feedback they were getting back. But that would be TSR’s error, not WotCs.
 

Thomas Shey

Legend
Exists - will dig up and post when time permits.

I'll be up-front here and say that if its a claim from an online source, I'm going to view it with a jaundiced eye; I'm not sure if WOTC's own customer research is considered inadequate who else's would be considered better. I'm not going to say its impossible, but I'm having trouble seeing what (past the intrinsically fuzzy question of general sales figures) what what would be conclusive here.
 

Thomas Shey

Legend
Is this referring to Dancy’s article on the state of TSR when it was bought by WotC? I seem to recall a discussion about the survey forms TSR sent out in boxed products and the like, and that they really didn’t pay attention to the (small amount of) feedback they were getting back. But that would be TSR’s error, not WotCs.

And would be pretty old news at this point anyway.
 


Hussar

Legend
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.
Ok, the players state their techniques. Great. Then you make a couple of die rolls and you're unlost. Exactly what sub game is there? It's not like there are tons of ways to become unlost. You look at the stars, you leverage a few skills or spells and make the check and that's about it.

That' the point I'm making here - there's nothing about being lost that's actually a game. Sure, if you have a side-quest adventure, that's great. But, that doesn't require you to be lost to engage in a side quest adventure. Being lost isn't really related to the side quest at all. Or, rather, being lost isn't the interesting bit - it's that side quest adventure. You might use being lost as a hook for the adventure, cool. That means you need to have that adventure in your back pocket, ready to go. Which, well, unless you're very sure that the party will get lost, why are you waiting until random chance lets you use this adventure? Just drop it in the current adventure and off you go.

Again, nothing about being lost is actually required. Note, there are times when being lost might be an issue - a time dependent adventure, for example. Or an adventure where the party is being hunted. Or, as was mentioned earlier, exploration scenarios where there really isn't a Point B that you are traveling to - you're basically just wandering around seeing what's out there. Sure, fine. I can see where being lost might be useful.

But, being lost, in and of itself, isn't particularly fun or exciting. And it tends to be far too random to be actually terribly engaging.
 

Thomas Shey

Legend
Ok, the players state their techniques. Great. Then you make a couple of die rolls and you're unlost. Exactly what sub game is there? It's not like there are tons of ways to become unlost. You look at the stars, you leverage a few skills or spells and make the check and that's about it.

There can be any number of ways to gamify the process. Now if you're saying D&D and derivatives haven't generally done that, or that its not overly common in general, I won't argue--but this isn't a D&D-specific thread.
 

Hussar

Legend
It's the journey, not the destination.

Souls games are wildly popular. One just won game of the year.

If there's no challenge, there's no sense of accomplishment if you win. You just win, easily and always. That's monumentally boring and dull.
No, it really, really isn't. The journey is not the point. I've done the journey so many freaking times that I have zero interest in the journey anymore. I really, really don't care. Get to the point. Stop faffing about pretending that this time around will be different than the fifteen thousand times we've had our character trek across the wilderness. It's not. It's the same random, pointless filler over and over and over again.

I'm sick to death of the notion of "it's the journey". No. If your campaign isn't about the destination, I want nothing to do with it. Sure, you need some journey to lead to that pay off, but, you NEED that pay off. There's a reason you have boss monsters in Dark Souls that lead you to the next area. Wandering around aimlessly in Dark Souls, fighting random critters is actually the wrong way to play and the game will absolutely punish you for doing that. You need goals, you need focus and you need to stay on task if you want to succeed in Dark Souls.
 

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