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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="Laurefindel" data-source="post: 8878610" data-attributes="member: 67296"><p>I think a lot of it comes to what someone can and cannot be bothered with.</p><p></p><p>Getting lost - with any narrative contribution - is an exercise in improvisation and adaptation from the DM. A hiccup in the storyline, and potentially a window of opportunity for something the DM has in hands when it happens. If the DM has a cool dungeon or whatever that they’re excited to show and can’t wait for the PCs to get there, then getting lost is a pointless and precious lost of time for the players (DM included).</p><p></p><p>But there are so many other ways to play the game. As a DM, i don’t bother too much with the eventuality of getting lost because my adventures are (relatively) well planned and I don’t want to get distracted from the complex structure I’m trying to put so that my campaign doesn’t get too linear.</p><p></p><p>But I’ve played in games were time was a resource, directly or indirectly, and getting lost would mean running low on food or water, or arriving too late, or getting ourselves in danger in a game where death was really real (much more than in my games). We were worried enough about getting lost that we’d spend money on scouts and guides and time planning for the journey and contingencies should it fail. This was so different from my own game, and I loved every bit of it.</p><p></p><p>My earlier games (both as player and DM) in the 90s were a lot looser when it came to plot and storyline. It was closer to a TV series of that time with an overarching metaplot but each episode was more or less self-contained. That was our definition of a campaign, and “getting lost” was one of its constituent adventures that could last 5-6 sessions of 5-6 hours each. My games have changed a lot since then. Getting lost in my current campaign would be pointless, but I still see a point in getting lost on a TTRPG.</p></blockquote><p></p>
[QUOTE="Laurefindel, post: 8878610, member: 67296"] I think a lot of it comes to what someone can and cannot be bothered with. Getting lost - with any narrative contribution - is an exercise in improvisation and adaptation from the DM. A hiccup in the storyline, and potentially a window of opportunity for something the DM has in hands when it happens. If the DM has a cool dungeon or whatever that they’re excited to show and can’t wait for the PCs to get there, then getting lost is a pointless and precious lost of time for the players (DM included). But there are so many other ways to play the game. As a DM, i don’t bother too much with the eventuality of getting lost because my adventures are (relatively) well planned and I don’t want to get distracted from the complex structure I’m trying to put so that my campaign doesn’t get too linear. But I’ve played in games were time was a resource, directly or indirectly, and getting lost would mean running low on food or water, or arriving too late, or getting ourselves in danger in a game where death was really real (much more than in my games). We were worried enough about getting lost that we’d spend money on scouts and guides and time planning for the journey and contingencies should it fail. This was so different from my own game, and I loved every bit of it. My earlier games (both as player and DM) in the 90s were a lot looser when it came to plot and storyline. It was closer to a TV series of that time with an overarching metaplot but each episode was more or less self-contained. That was our definition of a campaign, and “getting lost” was one of its constituent adventures that could last 5-6 sessions of 5-6 hours each. My games have changed a lot since then. Getting lost in my current campaign would be pointless, but I still see a point in getting lost on a TTRPG. [/QUOTE]
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