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

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Laurefindel

Legend
The art of being lost was lost along the way of finding interest in travelling between point A and point B. Campaign design has changed over the years with more focused stories. If a campaign makes no room for the travel part, getting lost is pointless and unfun.

If something is planned to happen along the way, that is not between point A and B, that is point B (with the destination being point C). In this mindset, “not knowing where you are” is a very poor point B indeed (can’t make a point out of a no-point). In a more sandbox, less structured adventure (dare I say “old school”?), getting lost is a stepping stone to a new and potentially unplanned chapter.
 

jasper

Rotten DM
It getting lost and find sub adventures which is fun. Now those subs maybe just random monsters but we may come across the Lost Shrine of Jasper which will level us up. It is hard to get lost in 5E due to some features, but Tomb did okay.
 

overgeeked

B/X Known World
Exploration is my absolute favorite part of the game. That includes getting lost, wandering monsters, worrying about light sources, food & water, and other resource management. It all helps make the world feel real. It all helps with immersion. Seeing what's out there is a large part of the fun. Without that, all you have left is combat and whatever "story" the referee is trying to push on you. Neither of which are ever entertaining enough to carry the whole game.
 

Hussar

Legend
The art of being lost was lost along the way of finding interest in travelling between point A and point B. Campaign design has changed over the years with more focused stories. If a campaign makes no room for the travel part, getting lost is pointless and unfun.

If something is planned to happen along the way, that is not between point A and B, that is point B (with the destination being point C). In this mindset, “not knowing where you are” is a very poor point B indeed (can’t make a point out of a no-point). In a more sandbox, less structured adventure (dare I say “old school”?), getting lost is a stepping stone to a new and potentially unplanned chapter.
There are two problems with this though.

1. If you haven't planned anything from point A to point B, then getting lost simply means random tables. There is no "unplanned chapter". It's just random, pointless filler until such time as you become unlost.

2. As you say, if you have planned something between A and B, then you aren't going to leave it up to random chance. Most people are not going to create an entire scenario based on the off chance that the party randomly gets lost.

Getting lost is what I've heard called a rowboat sandbox. Basically, you're in the middle of the ocean and it doesn't really matter what direction you go because any direction will give you exactly the same results. And, the old saw about having one and only one random encounter holds true because, well, everyone at the table knows that this is just filler. Presumably we're traveling to point B because the adventure is at point B. It's a destination. It's where we want to go. Anything that delays that is just more or less pointless filler until such time as we get to point B.

Any traveling adventure is, by it's very nature, linear. You are at A, you want to go to B. You have a path from A to B. It doesn't really get any more linear than that. Adding in "getting lost" doesn't make it non-linear. All it does is delay the line. It's not like the party is going to have a couple of random encounters on the way from A to B and then decide to abandon B. Again, why would they? They WANT to be at B.
 


Thomas Shey

Legend
I think the simplest answer was mentioned early on: a lot of people don't find it fun. Its one of those things like some other elements that's really fun for a subset and a tedious distraction from the interesting parts of the game for others, and the population of people who are in the latter group became the dominant part of the hobby.

If someone wants to badmouth those people in various ways, that's on them, but that's a game any number can play.
 

Hussar

Legend
Exploration is my absolute favorite part of the game. That includes getting lost, wandering monsters, worrying about light sources, food & water, and other resource management. It all helps make the world feel real. It all helps with immersion. Seeing what's out there is a large part of the fun. Without that, all you have left is combat and whatever "story" the referee is trying to push on you. Neither of which are ever entertaining enough to carry the whole game.
Because heaven forbid we actually delve into something like personality or personal relationships in a game. :erm: There's a lot more to role playing than just exploration and combat. There's that whole other pillar - social - that is a pretty big one in some people's games.
 


overgeeked

B/X Known World
Should the DMG include a section on being lost or would people consider that a waste of space??
I mean they have examples on how to handle chase scenes. I think it makes sense to have something similar for getting lost.
Is this a bad time to point out the DMG actually does have a section on becoming lost?

What was that meme about the DMG again?
 

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