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*Dungeons & Dragons
Worlds of Design: The Lost Art of Being Lost
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<blockquote data-quote="pemerton" data-source="post: 8887219" data-attributes="member: 42582"><p>Classic Traveller had "events" as elements on its random encounter tables, and there's at least an argument that in a procedural hexcrawl "lost" should have the same status. Why double up the random content determination rolls?</p><p></p><p>Sure. This is the challenge of "indie"-type GMing - you need to keep inventing content. In a well-designed game of this sort, other elements of the system (eg stuff on the PC sheets like Friend, Enemies, Beliefs, etc) help do some of the heavy lifting with this.</p><p></p><p>I guess what I'm saying is that making getting lost interesting doesn't seem to me to be harder or easier than making it interesting to encounter an Owlbear, or be ambushed by the enemy pickets, or anything else. It's just another sort of failure-consequence narration. So I don't see any need to exalt it, or condemn it.</p><p></p><p>Upthread I suggested that there might be a bigger issue here for "exploration" resolution in D&D - eg what happens when the player fails their INT (Investigation) roll made following the declaration "I closely examine the mysterious statues"? I think that might be where some of the issues lie - ie the problems with being lost generalise also to problems with traps, problems with searching, problems with secret doors, etc.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8887219, member: 42582"] Classic Traveller had "events" as elements on its random encounter tables, and there's at least an argument that in a procedural hexcrawl "lost" should have the same status. Why double up the random content determination rolls? Sure. This is the challenge of "indie"-type GMing - you need to keep inventing content. In a well-designed game of this sort, other elements of the system (eg stuff on the PC sheets like Friend, Enemies, Beliefs, etc) help do some of the heavy lifting with this. I guess what I'm saying is that making getting lost interesting doesn't seem to me to be harder or easier than making it interesting to encounter an Owlbear, or be ambushed by the enemy pickets, or anything else. It's just another sort of failure-consequence narration. So I don't see any need to exalt it, or condemn it. Upthread I suggested that there might be a bigger issue here for "exploration" resolution in D&D - eg what happens when the player fails their INT (Investigation) roll made following the declaration "I closely examine the mysterious statues"? I think that might be where some of the issues lie - ie the problems with being lost generalise also to problems with traps, problems with searching, problems with secret doors, etc. [/QUOTE]
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