I want to talk about exploration as a pillar of the game, what that means, how it falls short for each of us, how it can be expanded on while staying within 5e design aesthetics, and what we hope to see in revised core books.
- Exploration isthe part of the game where you are being physically challenged, and challenged in terms of problem solving and related stuff, that isn’t combat. It includes travel and wilderness survival, but it is also a lot more than that.
- I think it’s important to separate action-by-action exploration challenges like finding and disabling traps or parkouring around some temple ruins to solve a 3d puzzle, from wilderness survival and travel, because I think they have different needs
- It’s also import IMO to note that all of point 1 is what the designers meant early on when talking about 3 pillars, and this is part of why these discussions often end with ppl talking past eachother.
- I propose Survival and Exploration for the purposes on this discussion.
- Exploration fails (for me)to lead to interesting challenges IME because there just aren’t that many things for the PCs to leverage to create chaos, like there is with NPCs, and D&D style Travel and survival have always been very boring to me. A game that gets Survival in travel right, for me, is The One Ring. Rest structures don’t help, with it feeling like harsh adverserialism to make up new rules like having to make checks to be able to get good rest, and ending journeys with hit dice and other resources spent.
- Exploration (parkour and traps and investigation) fall short less for me, but I do find that in some campaigns I’d like to have more structure (although I usually prefer just action resolution and the DM and Player conversation as what drives the action)
- Exploration could be very interesting and engaging in more cases. For survival, it could be done with better travel rules that cause you to use resources (more later) and end the journey with those resources spent, making resting in the wild/on the road less restorative than resting in comfort and safety, and handing narrative reins to the players at intervals amidst the journey or other survival challenge. For Parkour and Traps, I think that something like a skill challenge but with a success ladder does the trick.
- Exploration in the revised core has me very curious to see what they do. I think Bastions give a sort of “vibe” they might be aiming for, but I think they are very aware of how lacking many groups find exploration in 5e. I think that the UA thing of giving skills a little more specificity might help (if they keep it lite), I think we will see travel rules that speak to what they’ve learned but that aren’t going to be ambitious, and I think we might see some optional rules out front and center and expanded on, along the lines of a normal short rest on the road gets you less than the default, along with benefits to sleeping in safe places, or the Ranger making a well hidden and cozy bivouac to rest in, or spending healing resources at the end of a rest (meaning they aren’t regained by that rest), stuff like that.
So, what do you think? Do you have wildly different answers from me?
Exploration is travel, traps & puzzles, searches, and sometimes skill checks. For example, I have always liked this description of travel:
"Travelling adventurers need not always face the hardships of the land. After all, walking or riding down a well-traveled road for the day, stopping at an inn, having a hot meal, and getting a sound sleep is no more taxing than a day training. But there are not always roads nor trails, not always a nice campsite, and not always a restful sleep. Sometimes the cold creeps in, the heat and sand become unrelenting, the mountain’s too steep, or mysterious forces threaten adventurers – even in their dreams."
Exploration is tied to the other pillars. To me, it is the glue in between roleplaying and combat.
Exploration fails for me mostly when the gamemaster fails to communicate properly. It happens to the best of us, but that is when I see it failing the most. For example, the small pile of rags that takes a group ten minutes to go through because they were not described as they should be is an example. If the rags are harmless, and the players investigate them, tell them they are rags and harmless. There is no suspense in making a player think they are something that they are not. This is especially true for mundane items: beds, clothes, desks, etc.
The opposite holds true as well. If the players are entering the feywild for the first time, take time to describe it. Let them explore and be consistent in the contrasts of the feywild versus the material plane. (For me, contrasts seem to work well.) This also includes detailing things like weather, terrain, and unique locales with clear and concise details. Some people have an issue with telling a player how their character feels, but I believe in many exploration cases, it is perfectly valid. Sit out on the deck of a ship going through a rough arctic storm, tell them they are wet and freezing. Tell them their fingers barely work. Tell them they keep shivering even when they try not to. This makes exploration real and palpable. It also opens the door for when they leave deck and go warm themselves with dry clothes and hot soup to a more descriptive narrative.
Note: If any of the description telling how a PC feels affects their skill checks, then there needs to be a way for the PC to circumvent this, either through rolling or clever play.
Exploration could be grander. In D&D, there are so many ways around this, that much of the travel, traps, and skill checks become trivial. A bard disarming a trap, a wizard reading an arcane rune, a barbarian jumping a pit, etc. are almost gimmes at higher levels. That is something that is accepted in the D&D verse.
Exploration in the revised core will still be lacking - no matter what they do. There are two issues: power creep (including a plethora and almost unlimited spell casting) and the gamemaster. They will not take out the power creep, nor will they eliminate the problem spells. And it is very difficult to teach DMs how to do this. This is especially true if they don't bother to read the rulebooks, don't plan and write things out from a thoughtful perspective, and/or have little life experience "exploring."