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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: 8876642" data-attributes="member: 22779"><p>There are two problems with this though.</p><p></p><p>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. </p><p></p><p>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. </p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Hussar, post: 8876642, member: 22779"] 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. [/QUOTE]
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