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[h=3]Expediting Exploration[/h]Since I became a DM I have run far more of my home brewed campaign settings and adventures than published modules. Over the last few months however, I have been both playing and running a published module for 5e. I have enjoyed DMing these modules and think that the struggles of prepping for and running someone else’s material has improved my skills. That said, I have noticed that these pre-written modules have caused my DMing to become more boring.A while ago I was running a session that took place inside a castle. The book gave me a beautiful map so I drew the entire thing out.The castle also had a network of caves underneath it which I drew on the other side of my battle mat to have both sections ready.I was proud of my map and showed up to the session excited and well prepared. Surprisingly, this ended up being one of the slowest, least fun, and least engaging sessions I had run in a long time. “I can’t help others improve their DMing if I run games like this.” I thought.The session turned into the party sneaking down a hallway, checking a door for traps, checking it for locks, perceiving if anyone was coming, opening the door, looking around, perception checking everything, moving their minis one by one, and then searching the room. Despite considering myself adept at handling these actions and adjudications quickly, we spent the majority of the night exploring boring space and standing outside of doors whose rooms had nothing exciting in them anyways.One week after running one of the worst sessions of my life, I ran a home brewed one-shot at PAX. This turned out to be the most fun I have ever had playing D&D and my players said so as well. The difference? This setting took place inside of a mile wide cavern. This incidental fact led me to solve the problem in my previous session and write this article.Before I go into more detail explaining how a mile wide setting was so much more fun than the castle, let’s look at some of the structural aspects of D&D: Encounter and Exploration.An encounter is a string of events or actions that are tied together. Talking to an NPC, sneaking into a house, interrogating a prisoner, and fighting an ogre can all be encounters. See this article by The Angry GM (Four Things You’ve Never Heard of That Make Encounters Not Suck) on what exactly holds an encounter together and defines them. The important thing to note is that encounters are where the fun of the game usually lies. It is where the conflicts happen, the decisions are made, the PCs die, and the goals are achieved or failed. All of these things are what make encounters fo much fun.Exploration on the other hand is the stuff between encounters. It is where you search for the fun, wander without an exciting goal, and make very few exciting decisions. I am using an intentionally vague definition of exploration because the point is that regardless of how you define it, the slower, less exciting stuff in between encounters is exploration. Yes, explorations can be fun, yes they can include encounters or be made into encounters on their own, and yes some explorations have decisions involved in them that make them exciting. But in general, the only goal of the exploration phase of the game is to take you from one encounter to the next.When I sat down to analyze my two games, the exciting cavern and the boring castle, I realized there were several differences and all of them had to do with exploration. The first difference was that the cavern was one mile wide. This by itself meant nothing except that I could not map out the entire cavern, and that was the key. What I chose to do instead was to put all of the interesting encounters that might require combat, turn by turn interaction, or tense negotiations, onto the map and leave the exploration and lesser encounters to narrate through.
Here is the map of the castle, under the castle, and my cavern.Here they are again. This time I have mapped out the areas of exploration in green, Encounters in dark red, and possible encounters that were ignored (ie. the party opened the door and then shut it and walked away) in light red.If dark red = encounters = stuff to do!Light red = missed encounter = possible stuff to doGreen = exploration space = nothing to doWhich session would you like to play in? If you had to guess you might assume that the castle was the least fun, the cave under it was slightly more fun, and my cavern was the most fun.It’s pretty easy to tell why my cavern session was so much more fun than the castle. Let me also note that the issue here was not necessarily that the pre-written module had more exploration, it was that I chose to map it all out. My cavern had just as much if not more, but I didn’t put any of it on the map. My own cavern also had a lot more possible encounters than the pre-written module did. So let’s figure out what makes exploration often fall flat and then figure out how to avoid that. (note that I’m not using combat and encounter interchangeably. My cavern only had 2 combats happen in it. Don’t mistake this article for thinking I’m a combat junkie)[h=3]Player Perceived Encounter:[/h]When the players believe they are facing an encounter that is clearly not.DM: You walk into the shop and see no one around, a sign hung from a large bell says, “ring for service”.Ranger: I want to check for traps. (2) crap!DM: You don’t see anyRanger: umm, hey rogue, why don’t you come over and look.Rogue: Yeah I’ll check for traps. (5) dang!Rogue:….I don’t even want to type all of this out. There is no trap and there is no reason the shopkeeper would trap his customers. What happens for the next five minutes is the rogue and ranger try to figure out another reason to check for traps without metagaming too much. Don’t waist your time.[h=3]False Encounter:[/h]When the DM sets the players up to think there is an encounter when there isn’t, usually caused by the DM waiting for players to narrate themselves moving on but the players think they stopped for a reason.DM: After traveling 10 miles through the woods you come to a clearing with a beautiful lake and a cliff on one side. There is a statue of the god Zeeth carved into the face of the cliff overlooking this lake, probably put here several years ago before the fall of the empire and the gods.DM: …… (long pause waiting for players to say they move on)Players: (thinking the DM has specifically stopped them because an ambush or something is about to happen) What time is it? Let’s make perception checks for an ambush. Lets check out the statue.In this situation the DM wanted to add in a piece of lore during their exploration. Which is wonderful. But then he made the mistake of waiting for the players to make a decision. By stopping the players though, they assumed that the DM was foreshadowing an encounter and so they take steps to prepare or investigate even though there is nothing else to be done or found at the location.[h=3]Perceived Decision:[/h]This occurs when the DM thinks he has given the players a choice but in reality they have no options.DM: You walk down the 100 foot hallway and then it turns left…
Players: …..(10 seconds go by)
Players…. Umm, we go left.DM: Okay, you go left and then walk 20 feet to a right turn…
Players….. (10 seconds go by)
Players… We go right?DM: You go right and 50 feet ahead you come to a set of stairs that goes down.Players…. We go down.The DM in this case thinks he is giving his players choices and thus pauses to give them the opportunity to make the choice. He is not. There is only one way to go. Usually this happens as a result of the DM wanting to see if the players search for traps. But this is just an extension of the false encounter except it is done intentionally and usually has to do with poor trap design. See my article on designing quality traps to learn how to avoid needing to use this cheap technique to manage trap searching.[h=3]Dual non decision:[/h]This occurs when the DM gives the players a choice to make but the players have no background or clues to base their choice on. It is similar to the perceived decision but is often drawn out longer because both the DM and the players think that there is an important decision taking place.DM: The pathway splits into two, one leading left and one leading right.Player 1: ummm… well, we could go left.Player 2: I think we should go right!…..(ten minutes later)Players: we will go right.There is no difference between left or right and there is no reward for choosing the right one given that it is 100% luck. The players put in this exploration predicament will often suffer from indecision knowing that it is an important decision in the DM’s eyes but having no clues to base that decision off of. This leads to the least logical and most boring arguments ever about which way to go.Dual non decision only happens when the players don’t have any information to make the choice. Compare the previous example to this one:DM: you come to a pathway that splits into two. One curves up to the left and the hallways are covered in jagged scorch marks similar to the ones you saw earlier. The right pathway curves down and from it wafts up the smell of seaweed and salt water.Players can use this information to have an interesting debate about what the clues mean and make a partially informed decision about which way to go. It might take the same amount of time for them to make the decision but this argument will be far more interesting and the sense of accomplishment and joy the players will get from putting the clues together and predicting what is down each path will be much higher than in a random argument.[h=3]Infinite search space:[/h]This occurs when you have a massive amount of exploration space compared to encounter space. This is fine if you are skipping quickly through the exploration, but extremely boring when the players have to spend 20 minutes searching every kitchen, forest grove, and desert dune just to find something to do. Here’s another massive map with not much to do to illustrating this example.Remember on this map, green means there was pretty much nothing to do.[h=3]Mechanical search:[/h]The mechanics of D&D are great for combats and other encounters, but they take a long time. If we make people take turns that represent a few seconds, over the course of an exploration that lasts 1 minute in game… that can take an hour or two. When people are in the exploration phase, we want to avoid the nitty gritty rules that slow time down unless we have a great reason to use them. Mapping out the exploration space is a great way to get players bogged down in moving their minis one at a time and making checks every five seconds just to spend 20 minutes to move down a straight hallway with nothing in it. [h=3]Inserted encounter:[/h]When DMs want to add content to their exploration they will often throw in an encounter… the key word there is “throw”. Random encounters and seemingly pointless skill challenges are rarely fun. Think about how much time you put into a big fight. Hopefully you pick out the monsters, give them objectives, tactics, and personalities. Then you build the environment and make sure it tactically matches. It’s a lot of work and it pays off. How much effort do you put into random encounters… usually DMs don’t even have the stat blocks ready. Don’t use these unless you make them actual encounters that you plan out a bit. Same goes for skill challenges. DMs think, “oh I’ll throw in a slick, mossy bridge that they have to cross to get to the next room.” This is fine, except that in the last three sessions of D&D I have played, I have spent 2 full hours crossing bridges. It is absolutely too much time spent on something that wasn’t meant to be more than a 2 minute encounter and they are turning into 45 minute boredom fests.[h=3]Never Ending Narrative:[/h]This is when the DM spends far too much time describing details about the world. This one is very subjective but just know that it can be a problem and as a DM you should be aware of how your players are receiving your twenty minute narrative. I recently played a two hour encounters game at my local game store that came complete with a 45 minute opening narrative
Now that we have names for the problems that arise during exploration, let’s look at how to avoid them and how to get out of a boring situation that won’t let you move on to the next encounter.[h=3]Player perceived encounters:[/h]This one is pretty easy, just narrate the entirety of what they are trying to do and move on. In the example where they thought the bell was trapped just tell them, “you spend several minutes looking for traps and eventually realize it would be ridiculous for him to trap his customers.”-Narrate them past the perceived encounter[h=3]False encounters:[/h]These situations are completely avoidable because the problem lays completely with the DM. These most often show up when you slow the game down to narrate something or bring out a map of something. It ends up looking similar to what you’d do when you were suggesting to them that an encounter is about to take place. Your way around it is to simply not wait for the players to make decisions. If you stop them on their travels to give them some lore, then move them on their way the second you are done giving it to them with a “you continue on your way…”-don’t wait for players to tell you what to do unless you want them to set up for an encounter-If they do get stopped, narrate them out of it by moving time forward and telling them what they did.[h=3]Perceived decision:[/h]-don’t pause the narration to wait for players to tell you they do the thing they have to do[h=3]Dual non decision:[/h]-don’t have two identical choices-add clues and flavor to make decisions distinct-put a time constraint on the players to get them through dual non decisions quickly[h=3]Infinite search:[/h]-avoid large mapping large areas of exploration with no encounters-move through exploration space with narration and “theatre of the mind.” it goes much faster[h=3]Mechanical search:[/h]-Don’t map out exploration space– Move players through sections of exploration space at a time via narration. Don’t go square by square or room by room.– avoid game mechanics or turn taking as much as possible– if the players try to use too many game mechanics or turn taking, add them into your narration and skip the rolls[h=3]Inserted encounter:[/h]-use group checks to get through mechanics/skills more quickly– Put a time limit on the encounter and wrap it up after that amount of time has passed. (helps make sure you don’t stretch it out too long)– Narrate the party forward after a partial success or failure– Put effort into your random encounters to make sure they are as challenging and exciting as your regular encounters[h=3]Never Ending Narration:[/h]-Notice how long you talk for– Be brief when possible-Notice when your players stop being engaged and cut it short when they lose interestThe last part of this article will just look at a couple of examples and how I chose to use these tools to fix my next few sessions. But before I do that I want to put out a clarification. These tools are intended to help you make sure your players stay engaged and you get the most out of your time playing D&D. If my players set up a player perceived encounter and it’s really funny and everyone is having a blast, I don’t tell them they are dumb and to move on from it. I allow the situation to continue for as long as everyone is showing enjoyment. These tools are intended to be used to prevent you from getting stuck in boring situations and to get you to look more critically at how you spend the precious few hours you have to play D&D.So to continue my story, the week after I played my cave map at PAX, it was back home to run for my group again. The party had finished up the castle and moved on to the next chapter of the book… a hunting lodge. This map had more exploration space than any map I had seen before. My immediate reaction was to do what I had learned and map out the one or two encounters that could occur, which would mean only mapping out a couple rooms and a hallway, and delete the rest of the exploration stuff off of the map. However upon looking closer at the layout of this lodge, I realized that the exploration provided a lot of lore, clues, hidden equipment, and story to this chapter of the campaign. If I left it all out I would skip the boring parts but also miss a lot of the narrative of the game. So I used another solution.I knew that my biggest issues were going to be mechanical searching and infinite searching. To help prevent these I would do a few things.
[h=3]Expediting Exploration[/h]Since I became a DM I have run far more of my home brewed campaign settings and adventures than published modules. Over the last few months however, I have been both playing and running a published module for 5e. I have enjoyed DMing these modules and think that the struggles of prepping for and running someone else’s material has improved my skills. That said, I have noticed that these pre-written modules have caused my DMing to become more boring.A while ago I was running a session that took place inside a castle. The book gave me a beautiful map so I drew the entire thing out.The castle also had a network of caves underneath it which I drew on the other side of my battle mat to have both sections ready.I was proud of my map and showed up to the session excited and well prepared. Surprisingly, this ended up being one of the slowest, least fun, and least engaging sessions I had run in a long time. “I can’t help others improve their DMing if I run games like this.” I thought.The session turned into the party sneaking down a hallway, checking a door for traps, checking it for locks, perceiving if anyone was coming, opening the door, looking around, perception checking everything, moving their minis one by one, and then searching the room. Despite considering myself adept at handling these actions and adjudications quickly, we spent the majority of the night exploring boring space and standing outside of doors whose rooms had nothing exciting in them anyways.One week after running one of the worst sessions of my life, I ran a home brewed one-shot at PAX. This turned out to be the most fun I have ever had playing D&D and my players said so as well. The difference? This setting took place inside of a mile wide cavern. This incidental fact led me to solve the problem in my previous session and write this article.Before I go into more detail explaining how a mile wide setting was so much more fun than the castle, let’s look at some of the structural aspects of D&D: Encounter and Exploration.An encounter is a string of events or actions that are tied together. Talking to an NPC, sneaking into a house, interrogating a prisoner, and fighting an ogre can all be encounters. See this article by The Angry GM (Four Things You’ve Never Heard of That Make Encounters Not Suck) on what exactly holds an encounter together and defines them. The important thing to note is that encounters are where the fun of the game usually lies. It is where the conflicts happen, the decisions are made, the PCs die, and the goals are achieved or failed. All of these things are what make encounters fo much fun.Exploration on the other hand is the stuff between encounters. It is where you search for the fun, wander without an exciting goal, and make very few exciting decisions. I am using an intentionally vague definition of exploration because the point is that regardless of how you define it, the slower, less exciting stuff in between encounters is exploration. Yes, explorations can be fun, yes they can include encounters or be made into encounters on their own, and yes some explorations have decisions involved in them that make them exciting. But in general, the only goal of the exploration phase of the game is to take you from one encounter to the next.When I sat down to analyze my two games, the exciting cavern and the boring castle, I realized there were several differences and all of them had to do with exploration. The first difference was that the cavern was one mile wide. This by itself meant nothing except that I could not map out the entire cavern, and that was the key. What I chose to do instead was to put all of the interesting encounters that might require combat, turn by turn interaction, or tense negotiations, onto the map and leave the exploration and lesser encounters to narrate through.
Here is the map of the castle, under the castle, and my cavern.Here they are again. This time I have mapped out the areas of exploration in green, Encounters in dark red, and possible encounters that were ignored (ie. the party opened the door and then shut it and walked away) in light red.If dark red = encounters = stuff to do!Light red = missed encounter = possible stuff to doGreen = exploration space = nothing to doWhich session would you like to play in? If you had to guess you might assume that the castle was the least fun, the cave under it was slightly more fun, and my cavern was the most fun.It’s pretty easy to tell why my cavern session was so much more fun than the castle. Let me also note that the issue here was not necessarily that the pre-written module had more exploration, it was that I chose to map it all out. My cavern had just as much if not more, but I didn’t put any of it on the map. My own cavern also had a lot more possible encounters than the pre-written module did. So let’s figure out what makes exploration often fall flat and then figure out how to avoid that. (note that I’m not using combat and encounter interchangeably. My cavern only had 2 combats happen in it. Don’t mistake this article for thinking I’m a combat junkie)[h=3]Player Perceived Encounter:[/h]When the players believe they are facing an encounter that is clearly not.DM: You walk into the shop and see no one around, a sign hung from a large bell says, “ring for service”.Ranger: I want to check for traps. (2) crap!DM: You don’t see anyRanger: umm, hey rogue, why don’t you come over and look.Rogue: Yeah I’ll check for traps. (5) dang!Rogue:….I don’t even want to type all of this out. There is no trap and there is no reason the shopkeeper would trap his customers. What happens for the next five minutes is the rogue and ranger try to figure out another reason to check for traps without metagaming too much. Don’t waist your time.[h=3]False Encounter:[/h]When the DM sets the players up to think there is an encounter when there isn’t, usually caused by the DM waiting for players to narrate themselves moving on but the players think they stopped for a reason.DM: After traveling 10 miles through the woods you come to a clearing with a beautiful lake and a cliff on one side. There is a statue of the god Zeeth carved into the face of the cliff overlooking this lake, probably put here several years ago before the fall of the empire and the gods.DM: …… (long pause waiting for players to say they move on)Players: (thinking the DM has specifically stopped them because an ambush or something is about to happen) What time is it? Let’s make perception checks for an ambush. Lets check out the statue.In this situation the DM wanted to add in a piece of lore during their exploration. Which is wonderful. But then he made the mistake of waiting for the players to make a decision. By stopping the players though, they assumed that the DM was foreshadowing an encounter and so they take steps to prepare or investigate even though there is nothing else to be done or found at the location.[h=3]Perceived Decision:[/h]This occurs when the DM thinks he has given the players a choice but in reality they have no options.DM: You walk down the 100 foot hallway and then it turns left…
Players: …..(10 seconds go by)
Players…. Umm, we go left.DM: Okay, you go left and then walk 20 feet to a right turn…
Players….. (10 seconds go by)
Players… We go right?DM: You go right and 50 feet ahead you come to a set of stairs that goes down.Players…. We go down.The DM in this case thinks he is giving his players choices and thus pauses to give them the opportunity to make the choice. He is not. There is only one way to go. Usually this happens as a result of the DM wanting to see if the players search for traps. But this is just an extension of the false encounter except it is done intentionally and usually has to do with poor trap design. See my article on designing quality traps to learn how to avoid needing to use this cheap technique to manage trap searching.[h=3]Dual non decision:[/h]This occurs when the DM gives the players a choice to make but the players have no background or clues to base their choice on. It is similar to the perceived decision but is often drawn out longer because both the DM and the players think that there is an important decision taking place.DM: The pathway splits into two, one leading left and one leading right.Player 1: ummm… well, we could go left.Player 2: I think we should go right!…..(ten minutes later)Players: we will go right.There is no difference between left or right and there is no reward for choosing the right one given that it is 100% luck. The players put in this exploration predicament will often suffer from indecision knowing that it is an important decision in the DM’s eyes but having no clues to base that decision off of. This leads to the least logical and most boring arguments ever about which way to go.Dual non decision only happens when the players don’t have any information to make the choice. Compare the previous example to this one:DM: you come to a pathway that splits into two. One curves up to the left and the hallways are covered in jagged scorch marks similar to the ones you saw earlier. The right pathway curves down and from it wafts up the smell of seaweed and salt water.Players can use this information to have an interesting debate about what the clues mean and make a partially informed decision about which way to go. It might take the same amount of time for them to make the decision but this argument will be far more interesting and the sense of accomplishment and joy the players will get from putting the clues together and predicting what is down each path will be much higher than in a random argument.[h=3]Infinite search space:[/h]This occurs when you have a massive amount of exploration space compared to encounter space. This is fine if you are skipping quickly through the exploration, but extremely boring when the players have to spend 20 minutes searching every kitchen, forest grove, and desert dune just to find something to do. Here’s another massive map with not much to do to illustrating this example.Remember on this map, green means there was pretty much nothing to do.[h=3]Mechanical search:[/h]The mechanics of D&D are great for combats and other encounters, but they take a long time. If we make people take turns that represent a few seconds, over the course of an exploration that lasts 1 minute in game… that can take an hour or two. When people are in the exploration phase, we want to avoid the nitty gritty rules that slow time down unless we have a great reason to use them. Mapping out the exploration space is a great way to get players bogged down in moving their minis one at a time and making checks every five seconds just to spend 20 minutes to move down a straight hallway with nothing in it. [h=3]Inserted encounter:[/h]When DMs want to add content to their exploration they will often throw in an encounter… the key word there is “throw”. Random encounters and seemingly pointless skill challenges are rarely fun. Think about how much time you put into a big fight. Hopefully you pick out the monsters, give them objectives, tactics, and personalities. Then you build the environment and make sure it tactically matches. It’s a lot of work and it pays off. How much effort do you put into random encounters… usually DMs don’t even have the stat blocks ready. Don’t use these unless you make them actual encounters that you plan out a bit. Same goes for skill challenges. DMs think, “oh I’ll throw in a slick, mossy bridge that they have to cross to get to the next room.” This is fine, except that in the last three sessions of D&D I have played, I have spent 2 full hours crossing bridges. It is absolutely too much time spent on something that wasn’t meant to be more than a 2 minute encounter and they are turning into 45 minute boredom fests.[h=3]Never Ending Narrative:[/h]This is when the DM spends far too much time describing details about the world. This one is very subjective but just know that it can be a problem and as a DM you should be aware of how your players are receiving your twenty minute narrative. I recently played a two hour encounters game at my local game store that came complete with a 45 minute opening narrative
- I only put one mini on the map to make the players less inclined to begin mechanical searching.
- I narrated them through things more quickly and gave them information without making them roll for it
- I divided the exploration area into several sections. One section would contain several rooms. This meant that once the party moved into a section, one roll would count for searching all 3 or 4 rooms and I would narrate what they found/learned in each room. This tactic effectively turned several hundred squares of exploration space into 11 big squares of exploration space, reducing rolls, movement, and time spent opening doors with nothing behind them.
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