Friday, February 6, 2026

Navigation Games


Dungeons & Dragons began as a game about exploring mazes, trying not to get lost as you navigate spaces with complicated layouts. At some point, these conventions fell to the wayside. The focus of dungeoncrawling shifted to other forms of engagement. Even key luminaries of the dungeoncrawl tradition, like my good friend Josh, openly advocate for removing this once-foundational cornerstone of the genre from your gameplay, encouraging you to simply give your players the map so they never have to experience what was once the main challenge of dungeoncrawling!

Similarly, other designers advocate dungeoncrawls where there's nothing to navigate in the first place. Sometimes that means strictly linear layouts, like a Five Room Dungeon. Other times it means abstracting the layout into a skill challenge, depthcrawl, or other mechanical contrivance. This isn't an invalid option, but it does sacrifice the dungeoncrawl experience in favor of merely evoking the aesthetics of dungeoncrawling.

Not all forms of gameplay appeal to all gamers, and that's perfectly fine. But dungeon-mapping gameplay has become so widely misunderstood and maligned that countless gamers have never even had a chance to experience it for themselves.

I'm here to explain the appeal of this playstyle, why almost everyone gets it wrong, and how to actually do it correctly.