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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="pemerton" data-source="post: 8885579" data-attributes="member: 42582"><p>On being lost in a RPG:</p><p></p><p>At its core its a failure result like any other - the action declaration <em>We move to this place we want to get to</em> has been resolved, and the players failed (and hence their PCs are somewhere else).</p><p></p><p>It can be as interesting as any other failure state. Or as boring. A lot of D&D play seems to suffer from a lack of interesting failure states for failed action declarations in the "exploration" domain of play. (Map and key resolution of declared movement actions can contribute to this.)</p><p></p><p>My most recent sessions have been in Torchbearer. That system has no trouble making getting lost interesting. I've also played Agon in recent times, and its whole premise is about being lost on a large scale, and likewise it makes it easy to have interesting consequences for getting lost on a small scale.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8885579, member: 42582"] On being lost in a RPG: At its core its a failure result like any other - the action declaration [i]We move to this place we want to get to[/i] has been resolved, and the players failed (and hence their PCs are somewhere else). It can be as interesting as any other failure state. Or as boring. A lot of D&D play seems to suffer from a lack of interesting failure states for failed action declarations in the "exploration" domain of play. (Map and key resolution of declared movement actions can contribute to this.) My most recent sessions have been in Torchbearer. That system has no trouble making getting lost interesting. I've also played Agon in recent times, and its whole premise is about being lost on a large scale, and likewise it makes it easy to have interesting consequences for getting lost on a small scale. [/QUOTE]
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Worlds of Design: The Lost Art of Being Lost
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