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

aco175

Legend
I recall the mapmaker role back in the day as being more gotcha than helpful. The DM says something and then tries to correct how you interpret it and then eventually reaches over to draw it on your sheet. The PC would see the room as the DM does but the DM cannot describe it right to the player and then the players are supposed to follow the player's map and then the DM is all "Gotcha".

I find the newer editions are more focused on the story and encounters so that the exploration part is a bit lost. I find it works better at my table to have a Survival check for the group. Failure means that the PCs are hit with a wandering encounter to drain some resources before either getting to the location or making another check.

Not sure if it is better overall. Maybe in a game where there is a mission to get someplace and in a game of just exploration of a wild land getting lost might be ok.
 

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Lanefan

Victoria Rules
Aaaaand right there you've lost me. "Handholding" is one of the most overtly antagonistic things you can say about a design element. It's dismissive of both the designer and the player simultaneously.
Yet if it walks like a duck and quacks like a duck...
This implies I am controlling what the players do or do not do. You can only "allow" something if you have control over whether it happens or not. I do not. Just like my players, I play to find out what happens. If them getting lost is where the fiction leads, then they get lost--it has quite literally nothing to do with any form of permission or allowance on my part.
Which means you're willing to let them get lost if that's where play takes them. Cool.

There's many a DM (and a few systems) out there who either won't let them get lost or will make sure they don't stay lost for long. A Ranger in a 5e party is a system-based means of ensuring that party can't get lost outdoors. In many modern adventures it's almost impossible to get lost due to their straight-ahead linear design. DMs who eschew player-side mapping and handwave the party finding their way in and out are failing to allow their characters to become lost where they otherwise might. Etc.
 

EzekielRaiden

Follower of the Way
Yet if it walks like a duck and quacks like a duck...
Given how openly frustrated you've been with ways I and others have described various design choices, I would have expected you to be rather more interested in discussing design respectfully rather than saying "who cares if it's openly mocking tons of other players?"
 

Hussar

Legend
I'm trying to think of the last time as a player or a DM I've actually been lost during a game. I'm sure it's happened, but, it's never been memorable enough to matter. Being lost in an RPG is generally a couple of die rolls and you're unlost, regardless of edition.

There were always pretty easy ways to not be lost in any edition.

But, the bigger point is, what is the challenge here? Ok, you're lost. Great. We'll say you're lost in a desert. It's hostile. Now, the group generally is going to be carrying at least three or four days worth of supplies. That's guaranteed. Which means the casters have enough time to switch out their spells to get Create Water or Create Food and Water. So, poof, that removes any food and water issues. You might have random encounters. Ok. well, great. We're supposed to be having encounters - that's why we're here in the first place. So, again, it's not really doing anything - does it matter if the encounter was generated on a random table or is the one the DM prepared beforehand?

IOW, this is one of those things that I find that DM's bang on about but in actual play have pretty much zero impact. I mean, look at @lewpuls opening article. There's actually nothing in there that tells me why or how being lost can be fun at the table. All I see are repeated complaints that we don't get lost anymore and the idea that getting lost is fun is just assumed.

Why and how is getting lost fun for the table?
 

Hriston

Dungeon Master of Middle-earth
If there's a chance of the party getting lost in the wilderness, I make a roll "behind the screen" for the terrain against the party navigator's passive Survival score. If the roll beats the score, then the party moves in a direction randomly determined with another roll behind the screen for the next four hours.
 

MNblockhead

A Title Much Cooler Than Anything on the Old Site
I'm running a mega dungeon in Foundry VTT as my primary campaign. The VTT has an option to permanantly remove fog of war for areas already explored. One way to make the cartography still mean something is to only enable that feature if a character has that skill. You can even make them roll for more confusing or challenging areas to keep that up.

Also, there are certain areas that have magical effects that create disorientation to prevent accurate sense of direction, in which case, I turn off the permanent clearing of FOW.

Even with this VTT features physical and teleportal traps can still turn players around.

Another think that is easier to do with a VTT is to represent shifting walls. Using tiles and hidden door walls you can have have the layout change without having to manually track this.

Some may argue that it makes the game too much like a video game, but I think it provides a way to still keep that sense of exploration and getting lost without the extra map-keeping work that many players don't enjoy.

For theater of the mind games, I just roll to see if the characters know how to get back to a specific area or determine which direction they are heading in, etc. In these games the players never see a full map, unless they draw one as they go, but if they don't keep a map, they are not prevented from making progress. Skill checks can still help them find their way again.
 

MNblockhead

A Title Much Cooler Than Anything on the Old Site
Getting lost is on the random encounters table - survival check to find your path.

one thing I’ve always wondered though is what do you do when the characters are lost, whats the implication other than using the next turn to go back nd not be lost.
The implications depend on the environment and story. They could lose precious time meeting a time-bound goal. They could find themselves facing new dangers. They could find something cool that they would have otherwise passed by if they had stayed on the planned route.
 

Bill Zebub

“It’s probably Matt Mercer’s fault.”
I generally agree with the sentiment, but I don’t buy the connection to video games. Too much get-off-my-lawnism.

The nature of gameplay has changed/evolved away from classic dungeon crawls (for the worse, imo) and getting lost is just one of the many casualties.
 

Hriston

Dungeon Master of Middle-earth
Getting lost is on the random encounters table - survival check to find your path.

one thing I’ve always wondered though is what do you do when the characters are lost, whats the implication other than using the next turn to go back nd not be lost.
The other implication is not realizing you're lost and continuing on in the wrong direction until you do realize you're lost. By then it might not be so easy to find your way back.

also secret doors are puzzles awarded for successful search rolls, the puzzle is how to open it…
Another use for a secret door is to provide a way forward where there wasn't one before.
 

Vaalingrade

Legend
I am so very confused at the detour into blaming videogames, especially the way we got to it.

The Free-to-Play model and microtransactions are way, way more modern than anti-frustration features in paid games, and hidden bonus and undocumented side missions akin the 'secret doors' has been around since the Atari days all the way through to Skyrim and Elden Ring (You want lost? Try and find those stupid gems for the crown).

Meanwhile, DnD straight up has a spells called Detect Secret Doors, Locate Person, Locate Object, and Find the Way.
 

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