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D&D 5E [+]Exploration Falls Short For Many Groups, Let’s Talk About It

S'mon

Legend
The essential D&D exploration is the dungeon crawl.

So, it involves:

Imminent Danger. Around the next corner could be your demise. You are not safe. For the wilderness, this means this is no camping trip.

Darkness. You don't know how the path is going to go. You don't know how the road is going to twist. You have to make active decisions at junctures in the path.

Traps. Broad enough to include "wilderness hazards" like wildfires or whatever, but broadly speaking: things could change suddenly, and that change could hurt you (the role of the ranger or druid is like the role of the rogue - protect the party from traps).

Monsters. The flavor of monsters changes depending upon terrain, but D&D is a world full of monsters, where wicked things lurk in every crack and crevice and shadow in this land. This is no walk in the woods, either.

Barriers. In a dungeon, this is locked doors. In the wilderness, this is impassible rivers, sheer cliffs, supernatural terrain. (Again, the druid/ranger parallels the rogue - get us through barriers)

Treasure. In a dungeon, there are rewards to seek - coin and magic and MacGuffins. In the wilderness, there is also coin and magic to seek.

Entrances/Exits, and Jacquaysing. A dungeon has many paths into it and through it. The wilderness does, too. Civilizations can be seen as entrances and exits, and the roads through the wilderness, like dungeon corridors, link sites of interest.

Attrition. A dungeon will take your HP. The wilderness will take your HD. They'll both take your spell slots.

This leads us to a few principles:
  1. Exploration is not routine. In D&D, we don't worry about the rules if there's no threat of death. If there is a safe path between Point A and Point B, there's no exploration. It's explored. The wilderness we explore should be deadly. That's where we use monsters and traps and barriers. You can rest, but resting is risky, and interruptions can happen - spells like rope trick are mostly for the avoidance of that threat. Note that the threat isn't really starvation or dehydration or infection or any of the things that normally kill people in the wilderness. The threat is climactic, cinematic, fantastic. We don't worry about boiling our water to avoid giardia, we worry about the kraken in the lake.
  2. Exploration is not direct. In D&D, we don't worry about the rules if we know how to get from A to B. Travel involves making decisions - do we go over the mountains or under them? Do we go left or right at the fork? If we have a good map, we don't need these rules (this is the realm of montage and skill challenges, where the outcome is already pretty clear and the main questions are about what getting there looks like). This is important both to retain meaningful player decision-making (the best way to engage!) and to keep discovery and uncertainty in play. You don't know when you'll stumble on a magical lake or a haunted ruin or whatever.
  3. Exploration is still about finding something in the wilderness. It's not just a trip from Point A to Point B. Point B is just another town, really, and there may be relatively safe roads between them (unless they are cut off from each other points-of-light style). We dive into the wilderness - this place of death and danger - to find something within. A site of magic. A place of hidden treasure. A geographical McGuffin (petroglyphs! a circle of standing stones!).
  4. There's magic in the wilds. Like, supernatural geography. Fey creatures. Weak points between worlds. Sentient storms. Just as a dungeon is a place of contrivance and machination, so is the wilderness.
  5. Class Matters. The "wilderness classes" (barbarian, ranger, druid) should feature prominently in the clearing of barriers, the disabling of traps, the clearing of the fog of war, etc. You rely on skill checks and spells when you can't rely on those classes. Those classes should have features that directly address the difficulties of the wilderness just as the rogue has features related to disabling traps, stealth, and perception.
  6. Exploration features all the other modes of play, too. You fight things, you interact with things, other creatures are part of this story. This isn't just the party by itself.
So how do we use this practically?

When you want to add a dose of Exploration to your games, remember that you are always Adding a Dungeon. The wilderness might be a bit more zoomed-out (hours or days instead of 10-minute rounds), but the mindset is the same. Don't use exploration as like a default for moving between Point A and Point B and roll for thunderstorms or whatever. Assume the party can move from A to B. Instead, use it as a challenge with a goal. It's something they can fail at, that they need to engage with and unknot. It's magical, it's deadly, it's interesting to visit at a fairly granular level. Maybe there's something in the wilderness that they need to find. The hostile nature of the place means that even our druid can't stay out there forever (thieves don't live in the dungeon!). This does mean that the place isn't somewhere you want the party to be able to safely and easily rest. It's dangerous. By definition, not a place you can let your guard down.

And then you make a dungeon. Hallways become paths. Rooms become villages or castles or sites of interest. Monsters live here. Potential allies do, too. There's treasure to be found. There may be a Big Bad here somewhere.

Which is part of why a mechanic like a skill challenge kind of fails to get at the interesting thing to me. The decisions need to be bigger and more impactful than "what skill do I use?" For exploration to matter, it has to be worth the details.

This is exactly right IMO. Talking about attrition/survival mechanics, foraging etc, really misses the point of how D&D works, is designed to work.

It's amazing to me how few good wilderness exploration adventures there are for D&D, how few examples there are to call on. When I want examples of it done well I tend to reach back to old Fighting Fantasy gamebooks like Forest of Doom, Shamutanti Hills, Scorpion Swamp. Here the wilderness is treated exactly like a dungeon. 6-8 encounters in that Adventuring Day is not implausible! Mind you when I run 5e I always make Long Rests several days to a week, so that PCs are not healing up overnight. And having seen how OP Leomund's Tiny Hut is, I would not allow it in this kind of campaign anymore. Really though LTH could mess up dungeon exploration pacing nearly as badly.
 

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S'mon

Legend
So, what do you think? Do you have wildly different answers from me?

I think meaningful* wilderness exploration needs detailed maps, similar to dungeon maps, with similar level of choices around routes, a similar danger level, and a similar reward level. The scale needs to be set right, 1 mile per hex may be reasonable, but so is a more detailed scale as in Keep on the Borderlands & Horror on the Hill. Paths/tracks are analogous to the dungeon corridors, with clearings, lairs and other points of interest as dungeon rooms.

*"Meaninful" IMO requires choice. Abstracting wilderness exploration to dice rolls is no different from abstracting dungeon exploration to dice rolls. That might make sense in 4e D&D where exploration is not really an intended pillar of the game design, but 5e I think better suits a traditional approach. Traditional D&D has a functional and successful gameplay loop in the mapped dungeon. You are in a room, it has two doors, which do you go through? Left door, ok - there are stairs down, do you descend? Oops, there are monsters here...
 
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UngainlyTitan

Legend
Supporter
I agree with that.

I use a modified One Ring's approach if I just have travel from A to B with both points and the route known. Because that is no exploration, just a travel. For me the One Rings rules work quite well here to flesh out the journey and have some impact. But if my party is actually exploring to find something in the wilderness where they don't know where it is exactly I will use a pointcrawl/hexcrawl.

Or I combine both: If for example the quest is to retrieve a magic orb from a lost wizards tower in a giant ancient forest that is 2 weeks travels away I will do the "zoomed-out" One Ring's approach for the weeks of travel to the forest to determine in what state they party arrives at the forest and than "zoom in" to a point crawl in the forest where the party explores in multiple days the forest freely to find the wizards tower and when they find it again I "zoom in" another time for a dungeon crawl over multiple hours to find and retrieve the magic orb.

That is a lot of exploration the party will be having.
On your second example of using the C7 Journey approach to arrive a location to begin hex crawling, How do you handle the situation if the party arrives exhausted or in poor order? Do you allow resting?
This is an area that strikes me as an excellent case for hirelings and expeditionary travel. There is a distinction between a small party travelling cross country and a large group with pack animals or wagons but the latter will be able to provide a secure base at the edge of the danger area.
 

Hussar

Legend
I did try building something for my Spelljammer campaign. The first kick at the cat was a bit boring, so, I've moved on to version two of the rules. There's a bit long and I've actually forgotten the video that I based these rules on. I certainly am not claiming that I came up with this. But, I'll drop the pdf here for anyone who wants to take a look.

Basically, you divide up the day into two cycles. Each cycle you have up to four potential events. In order to avoid an event, the party must spend time counters to make skill checks. If the event is not avoided, you play it out. If the anyone in the party is runs out of action tokens, you fall out of Wildspace into a random location and must spend some time repairing and resting in order to either continue or fall back.

It very much is a work in progress.

AHA!! Found the video:


 

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  • Exploration_Rules_for_Travel_in_the_Stream_in_the_Gyre_Ver_2.pdf
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Minigiant

Legend
Supporter
I think another part of the problem is there are no list of standard terms and encounters for exploration.

For combat we know about weapons, armor, damage types etc. What are the elements of exploration?

  • Discoveries. Things the party can find
    • Change in visibility
    • Difficult terrain
    • Food and Drink
    • Magic items
    • Pockets of civilization
    • Pursuers
    • Random Encounters
    • Shelter
    • Tracks
    • Traps
    • Unlikely allies
    • Weather
  • Wonders. Things that add new information and experience to the party
    • Abandoned civilization
    • Dark secrets
    • Druidic secrets
    • Hidden info
    • Lost civilization
    • Magical sites
    • Planar influence
    • Ruins
    • Secret groves and oasis
    • Unlikely allies
    • Weather
  • Routines. Things that consume resources by existing
    • Ammunition
    • Food and drink
    • Shelter
    • Weather
  • Hazards. Things that make the process harder or harmful
    • Change in visibility
    • Difficult terrain
    • Direction
    • Fleeing quarry
    • Planar influence
    • Pursuers
    • Random Encounters
    • Traps
    • Weather
  • Obstacles. Things that block a path
    • Change in visibility
    • Direction
    • Impassable terrain
    • Traps
    • Weather
 

I think another part of the problem is there are no list of standard terms and encounters for exploration.

For combat we know about weapons, armor, damage types etc. What are the elements of exploration?

  • Discoveries. Things the party can find
    • Change in visibility
    • Difficult terrain
    • Food and Drink
    • Magic items
    • Pockets of civilization
    • Pursuers
    • Random Encounters
    • Shelter
    • Tracks
    • Traps
    • Unlikely allies
    • Weather
  • Wonders. Things that add new information and experience to the party
    • Abandoned civilization
    • Dark secrets
    • Druidic secrets
    • Hidden info
    • Lost civilization
    • Magical sites
    • Planar influence
    • Ruins
    • Secret groves and oasis
    • Unlikely allies
    • Weather
  • Routines. Things that consume resources by existing
    • Ammunition
    • Food and drink
    • Shelter
    • Weather
  • Hazards. Things that make the process harder or harmful
    • Change in visibility
    • Difficult terrain
    • Direction
    • Fleeing quarry
    • Planar influence
    • Pursuers
    • Random Encounters
    • Traps
    • Weather
  • Obstacles. Things that block a path
    • Change in visibility
    • Direction
    • Impassable terrain
    • Traps
    • Weather
I think the real question is, how can this stuff be made interesting? Especially the section you label "routine". My players have enough routine in their real lives, and play D&D to get away from it. What they are looking for is action, adventure, and really wild things.
 

Minigiant

Legend
Supporter
I think the real question is, how can this stuff be made interesting? Especially the section you label "routine". My players have enough routine in their real lives, and play D&D to get away from it. What they are looking for is action, adventure, and really wild things.
Like I said in on the first page.

It is important to identify the parts of exploration in order for each table to emphasize the parts they like and skip the parts they don't.

Some people like griddy routine challenges. Some people don't.

If you identify discoveries, wonders, hazards, and obstacles, you have some exploration challenges to still use instead of skipping the whole pillar by pretending only routines exist and supporting routines in core.
 

Like I said in on the first page.

It is important to identify the parts of exploration in order for each table to emphasize the parts they like and skip the parts they don't.

Some people like griddy routine challenges. Some people don't.

If you identify discoveries, wonders, hazards, and obstacles, you have some exploration challenges to still use instead of skipping the whole pillar by pretending only routines exist and supporting routines in core.
Pretty much what I do. Focus on "interesting stuff to find". Pretty much ignore survival type stuff because no one at our table is into that.
 

Minigiant

Legend
Supporter
Pretty much what I do. Focus on "interesting stuff to find". Pretty much ignore survival type stuff because no one at our table is into that.
Many DMs and groups don't.

They only know exploration as the routines and random encounters as that is the only stuff in the core books.

Everything else is typically only found in adventures and tailor specifically for the adventure's themes.
 

Many DMs and groups don't.

They only know exploration as the routines and random encounters as that is the only stuff in the core books.

Everything else is typically only found in adventures and tailor specifically for the adventure's themes.
Published adventures are a good place to find interesting encounters. Not that they are all interesting by any means, but they usually include far more than the adventure actually needs, so steeling some encounters doesn't preclude running the adventure. I tend to mix in encounters from several published adventures amongst my own. Which give far more encounters than are actually needed, but unused ones can be banked for another occasion.

  • 10 Gnolls

is not an interesting encounter, but

  • 10 Gnolls, escorting a wealthy merchant and his daughter (it's unclear if they are prisoners or not) encamped in a narrow rocky gully.

is.
 

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