Odhanan
Adventurer
I really like this about the game myself. Now, you can have the exploration phase of the game, where players actually explore the complex, make wrong turns, trigger specific traps at specific crossroads and so on. That's the exploration we are talking about.Makes sense. I like D&D as a game of player-driver exploration ("in search of the unknown, hoping for fortune and glory"). That's one reason I like dungeons (especially dungeons that are designed to facilitate and reward skillful exploration and play). It's probably also why I prefer large dungeons with lots of space, and sandbox-style campaigns. I'm much less inclined toward seeing D&D as a series of encounters or a path.
Or, you can have a broader description of the exploration as an ambiance, rather than a focus of the game, with triggers, checks, descriptions of more global attitudes and strategies that affect the outcome of the character's progression in the complex, with failures or successes prompting wandering encounters, hidden areas of the dungeon or whatnot. The exploration's still there, it just becomes more of a theme, a color to the game, rather than a focus of its game play.
Reminds me of this flowchart of mine, where I basically drew specific table set-ups using Dwarven Forge, linked together simply by travelling descriptions:

Now, imagine you interpret the lines as Skill Challenges, with the DM describing the ambiance of the corridors, some features of the trek, the players deciding how they want to deal with their progression, die rolls ensue, maybe triggering wandering monsters, or uncovering a hidden tomb somewhere, etc etc, until the global Skill Challenge indicates whether they got lost, took the wrong turn to another area of the dungeon, or found their way to the one they were looking for, et cetera.
It's cool, in a very, very different way than the traditional crawl/mapping approach.
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