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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="Salmakia" data-source="post: 8873926" data-attributes="member: 7038731"><p>Getting "wilderness lost" is, in my opinion, never fun. The players are all adventurers... it should be assumed that they know how to use a compass and a map (which presumably they have, since even uncharted wilderness on the Material Plane is typically at least sketched into the map in a rough location). </p><p></p><p>There are three situations in which I think getting lost can become interesting and engaging:</p><p></p><p>(1) You are searching for someplace that has been hidden, like the entrance to a dungeon. Maybe you have clues that describe what kind of landscape this thing is located in, and can make Survival checks or rely on the DM's descriptions to try and accurately match the clues to the landscape. However in this case you always know your absolute location, just not your location relative to what you're searching for.</p><p></p><p>(2) The landscape is actively trying to thwart you. You are searching for a Druid's grove and they've enchanted the landscape around it to mislead travelers. Only by figuring that out and finding a way to circumvent it can you reach your goal.</p><p></p><p>(3) You are on a different Plane of Existence and the landscape is so alien that you inevitably get lost, but still just wandering around on a different Plane is bound to be interesting and cool in and of itself, unlike wandering through generic woodlands.</p><p></p><p>There are probably other scenarios in which getting lost can be fun, but those three are all interesting to me because (a) the landscape that you are lost in <u>matters</u> (as opposed to generic woodlands) and (b) you know you are lost and have to do something specific to get un-lost.</p></blockquote><p></p>
[QUOTE="Salmakia, post: 8873926, member: 7038731"] Getting "wilderness lost" is, in my opinion, never fun. The players are all adventurers... it should be assumed that they know how to use a compass and a map (which presumably they have, since even uncharted wilderness on the Material Plane is typically at least sketched into the map in a rough location). There are three situations in which I think getting lost can become interesting and engaging: (1) You are searching for someplace that has been hidden, like the entrance to a dungeon. Maybe you have clues that describe what kind of landscape this thing is located in, and can make Survival checks or rely on the DM's descriptions to try and accurately match the clues to the landscape. However in this case you always know your absolute location, just not your location relative to what you're searching for. (2) The landscape is actively trying to thwart you. You are searching for a Druid's grove and they've enchanted the landscape around it to mislead travelers. Only by figuring that out and finding a way to circumvent it can you reach your goal. (3) You are on a different Plane of Existence and the landscape is so alien that you inevitably get lost, but still just wandering around on a different Plane is bound to be interesting and cool in and of itself, unlike wandering through generic woodlands. There are probably other scenarios in which getting lost can be fun, but those three are all interesting to me because (a) the landscape that you are lost in [U]matters[/U] (as opposed to generic woodlands) and (b) you know you are lost and have to do something specific to get un-lost. [/QUOTE]
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