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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="humble minion" data-source="post: 8873992" data-attributes="member: 5948"><p>Yeah, the difficulty in emulating lost-ness has been a problem since the very first player came up with the idea of drawing out the dungeon on graph paper as the PCs progressed through it. As soon as there's a map, and as soon as all players have a top-down view of it all the time during play, you do lose a bit of the full 'Where the **** am i? Do i take the third or fourth corridor here?' experience, or he disorientation that PCs would experience actually living in the environment rather than enjoying a tactical top-down view of it.</p><p></p><p>We use a VTT in our game, and in most cases we have visibility set to line-of-sight only. Which does help the experience tactically, but of course it's never quite the same.</p><p></p><p>Ironically, unlike the OP I think that the getting-lost experience is actually better emulated in video games (the ones where there's some sort of open-ish world and no waypoints or navigation map at least). The first-person perspective, and the bewilderment as you go through all the identical corridors and wonder where the hell you are, is much closer to the real-life experience than you can get around a table with a top-down map. Plus, video game mazes CAN do tricks like sneakily teleporting you places or rearranging the walls behind you, which are much harder to pull off in a tabletop or VTT game.</p></blockquote><p></p>
[QUOTE="humble minion, post: 8873992, member: 5948"] Yeah, the difficulty in emulating lost-ness has been a problem since the very first player came up with the idea of drawing out the dungeon on graph paper as the PCs progressed through it. As soon as there's a map, and as soon as all players have a top-down view of it all the time during play, you do lose a bit of the full 'Where the **** am i? Do i take the third or fourth corridor here?' experience, or he disorientation that PCs would experience actually living in the environment rather than enjoying a tactical top-down view of it. We use a VTT in our game, and in most cases we have visibility set to line-of-sight only. Which does help the experience tactically, but of course it's never quite the same. Ironically, unlike the OP I think that the getting-lost experience is actually better emulated in video games (the ones where there's some sort of open-ish world and no waypoints or navigation map at least). The first-person perspective, and the bewilderment as you go through all the identical corridors and wonder where the hell you are, is much closer to the real-life experience than you can get around a table with a top-down map. Plus, video game mazes CAN do tricks like sneakily teleporting you places or rearranging the walls behind you, which are much harder to pull off in a tabletop or VTT game. [/QUOTE]
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