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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: 8877756" data-attributes="member: 22779"><p>The problem becomes time. Unless you happen to have bandit camps or lost temples in your back pocket, it’s not very likely to happen. </p><p></p><p>And can we please stop with the “old school” crap? I played back in the day too. I was there just as much as anyone else. And even back then, getting lost was a pointless exercise in tedium. Even then it was a couple of random encounter rolls and not much else. </p><p></p><p>This isn’t new. It has nothing to do with “how the game changed”. Getting lost has never been fun. There’s a very good reason why the getting lost rules in 5e are so bare bones. It’s the recognition that getting lost in the game was never a fun challenge. It was a tedious waste of time. </p><p></p><p>If it was actually fun and people enjoyed it, then it would play a much more prominent role.</p></blockquote><p></p>
[QUOTE="Hussar, post: 8877756, member: 22779"] The problem becomes time. Unless you happen to have bandit camps or lost temples in your back pocket, it’s not very likely to happen. And can we please stop with the “old school” crap? I played back in the day too. I was there just as much as anyone else. And even back then, getting lost was a pointless exercise in tedium. Even then it was a couple of random encounter rolls and not much else. This isn’t new. It has nothing to do with “how the game changed”. Getting lost has never been fun. There’s a very good reason why the getting lost rules in 5e are so bare bones. It’s the recognition that getting lost in the game was never a fun challenge. It was a tedious waste of time. If it was actually fun and people enjoyed it, then it would play a much more prominent role. [/QUOTE]
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