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Worlds of Design: The Lost Art of Being Lost
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<blockquote data-quote="Lanefan" data-source="post: 8873804" data-attributes="member: 29398"><p>Yet if it walks like a duck and quacks like a duck...</p><p></p><p>Which means you're willing to let them get lost if that's where play takes them. Cool.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8873804, member: 29398"] Yet if it walks like a duck and quacks like a duck... 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. [/QUOTE]
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