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General Tabletop Discussion
*Dungeons & Dragons
Worlds of Design: The Lost Art of Being Lost
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<blockquote data-quote="Hussar" data-source="post: 8873847" data-attributes="member: 22779"><p>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.</p><p></p><p>There were always pretty easy ways to not be lost in any edition. </p><p></p><p>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? </p><p></p><p>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 [USER=30518]@lewpuls[/USER] 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.</p><p></p><p>Why and how is getting lost fun for the table?</p></blockquote><p></p>
[QUOTE="Hussar, post: 8873847, member: 22779"] 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 [USER=30518]@lewpuls[/USER] 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? [/QUOTE]
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Worlds of Design: The Lost Art of Being Lost
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