You could have a few things planned if the players manage to get lost, or just avoid it if you want to focus on the main story. Both are acceptable, though I wouldn't rely on random tables as much during the game to see what the party runs into. I would plan out a few "lost encounters" ahead of time.
Rollback Post to RevisionRollBack
"The mongoose blew out its candle and was asleep in bed before the room went dark." —Llanowar fable
When I ran DoIP, I didn't use the lost rules except a bit in the Neverwinter forest because the scale of the map is too small and there are lots of landmarks. It just isn't that reasonable for the PCs (as trained adventurers) to really get lost in that sort of terrain. Even in the Neverwinter forest, the players avoided most of the issues by following the river. They can't get lost if they are following a landmark.
However, besides the question of realism, I asked myself exactly how much "fun" it would add to the play experience and my answer was little or none. Even if the party gets lost, they aren't that likely to stay lost for any length of time, even in the woods and it doesn't really add much tension or fun so I found it was best used as flavor rather than a significant mechanic.
For any DM who’s run DoIP
Do you ignore the rules of PCs getting lost during travel
And only apply when PCs enter Neverwinter Wood?
This game, in particular, has slightly different game mechanics re: getting lost
Than the DMG
Trying to decide which to use or should I combine both
You could have a few things planned if the players manage to get lost, or just avoid it if you want to focus on the main story. Both are acceptable, though I wouldn't rely on random tables as much during the game to see what the party runs into. I would plan out a few "lost encounters" ahead of time.
Thanks Metamongoose
But I was more so wondering if I should run Exploration with the DMG game mechanics
Where I believe head of marching order navigates w/ WIS (Survival) ✔️ every hour & roll a d6 to determine the hours lost
Or Exploration as written in DoIP mechanics
WIS (Survival) ✔️ only when they enter Neverwinter Wood w/ a d4 miles of movement in wrong direction for failed ✔️
When I ran DoIP, I didn't use the lost rules except a bit in the Neverwinter forest because the scale of the map is too small and there are lots of landmarks. It just isn't that reasonable for the PCs (as trained adventurers) to really get lost in that sort of terrain. Even in the Neverwinter forest, the players avoided most of the issues by following the river. They can't get lost if they are following a landmark.
However, besides the question of realism, I asked myself exactly how much "fun" it would add to the play experience and my answer was little or none. Even if the party gets lost, they aren't that likely to stay lost for any length of time, even in the woods and it doesn't really add much tension or fun so I found it was best used as flavor rather than a significant mechanic.
Thanks David 🙏🏾
Last night I revisited the Phandalin Tales
One of them was about the magic which permeated Neverwinter Wood
I believe set by the Anchorites of Talos as a defensive measure
Then the d4 lost mechanic made sense for me
My game is this evening with relatively new players
I’m considering using both game mechanics & see how it feels
Will post my results later