A voice from the Wilderness

Amalricus

First Post
Use of the wilds in a D&D campaign

I love the wilderness. I am an avid camper and moderate outdoorsman. I love hot coffee in the morning over a campfire, or whiskey at night around the flames. I love the separation, the lack of cell phones and pagers. I simply love it. This may be why I also love reffing wilderness adventures. They do so much for my game that I cant imagine running a session without considering the wilds. I suppose my love of all things wild makes me wonder why this vital part of the D&D experience is overlooked in many campaigns.

Why does it get overlooked? Players and Refs alike bypass the wilderness surrounding the tower of evil. The marshland is a matter of time, the forest a colored in part of a map, that you cross in order to fight the monsters that lie in the hidden caves. Perhaps wilderness, with its myriad of terrain features, does not lend itself well to minis play. There is also the point that higher level characters can easily bypass the wilds, and we so seldom start groups at level 1. These are not the result of bad GMing, or bad play, but I think an opportunity is being missed. A chance for excellent roleplay is being overlooked.

D&D has a long and proud history of wilderness adventures. When the original brown box was released back in the day, the game was an outgrowth of the then popular wargame hobby. The Great Gygax recommended new players go purchase an Avalon Hill (now defunct and neutered, but a once great company, all bow heads in a moment of silence) game called Wilderness Survival. The title says it all. The game depicted the struggle and tension of survival in the wilds. It was meant to be an addition and aid to play. The 3rd original text of the original D&D game dealt with underworld and wilderness adventures. Like all those original books, it was brief, but it laid the foundation. Remember, D&D is not based totally on the master, J.R.R Tolkien. It draws much of its original tone from sword and sorcery authors like Howard, Lieber, and Burroughs. Wilderness campaigning was central to early D&D, as central as the inevitable dungeon crawl. I think it is rather sad that we have overlooked this aspect of our game, as it adds so much to a campaign.

But what does it add? Why not bypass the wilds to get to the main course? let me try to win you over.

Wilderness can be used to add depth and space to a campaign world. When a player who has struggled across a wilderness eyes a map, she sees a sea of sand and parched death, a roaring sea with savage reefs, a dark forest with maze like qualities, or a impassable mountain range, looming with menace. What she does not see is a five minute detour on the way to a magic item vault. A character who has crossed rivers at flood stage will ponder with great care what to expect on the adventure. They will view the crossing of the wilderness as a great challenge, to be respected. Mundane risks add a great deal to a setting. it makes the fantastic risks seem all the more fantastic and magical, and it brings to bear a whole set of dangers that are not typical to D&D. A sorcerer living in isolation is a generic D&D villain. If the Ref plays the wilderness card right, he will take on a certain mystic quality that adds to the joy of the game. The same can be said about fantastic locations. The Caves of Insanity become a place of rumor, legend, and whispered terror. If every peasant in Aleville knows were they are, how insane can the caves be? make a dungeon a secret place of horror, not a check point every adventurer hits to level up, ala, everquest. This is D&D after all, and so much better than any MMORPG.

A wilderness setting slows down play, allowing players to immerse themselves in the world. The smell the flowers and hear the roar of the falls. Players will feel as if they are part of a world, and in turn identify with their character. Muddy boots and tattered cloaks make a character feel alive, they allow the player to have an image of his ranger as part of a game world, rather than an observer. This also helps the Ref. A GM can explore a small region with more detail, helping flush out and deepen the roleplay experience. After all, once you run a set of character through the Black Forest, you will have a clear mental image of just what that area is like. And Believe me, if you forget, your players wont, and they will remind you in short order. A player who recalls his character nursing a broken arm, wondering if his food will last until his arm means so he can cross the grey hills, wont forget very soon. In fact, when they are 15th level warlords, they will still look back and smile. In this way, wilds also force the best thing on players from a Ref point of view: Choices. A player will be forced to consider taking climb or survival instead of bumping up pure casting or combat skills. Choice is a good thing from a ref standpoint, as it makes the player think about skill advancement.

Wilderness adventure keeps it real. There is nothing munchkinized about wallowing through a swamp with a wounded comrade on a litter. There is nothing uber about trying to ford a river with heavy packs and bulky armor. The best thing about this is it does not force a verbal duel between a Ref, who wants to make players earn items and power, and a munchkin, who wants a 5 vorpal chainsaw at level 5. If the world smells, breathes, and threatens, even the munchkin will take a moment to appreciate the flowers. Likewise, when the players have achieved great power, and can fly over the mountains like legendary heroes, they will appreciate it. Dont underestimate this, as it again allows the player to appreciate the world, and in turn appreciate their place in that world. There is a certain thrill in D&D that comes from knowing you are in over your head, that the cavalry is not going to save you, that you are deep in a dungeon and no one is going to come get you out. A wilderness underlines this from the jumping off point.

Give a moment of thought to adding this aspect to your weekly games. Dont ignore the hidden fortress or the ogres keep, just make the trip there every bit as interesting and thrilling as the climax.

Good luck, I'll keep a cup of joe warm by the campfire for you.

Amalric who WILL kill you as you cross a river
 

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I am not sure how to respond to this other than saying that AEG's Wilds, Goodman's Primeval Groves, Kaiser's Garden and a few others will get a workout when I get a game together. Wilderness games are so much more interesting to me than urban and dungeon locations.
 

Wow, I really want to play a Wilderness game, now.

I think it might have to do with a lot of the monsters in the game. I wouldn't expect to see an illithid or a dragon randomly in a forest. That's what dungeons and caves are for, I think. When I GM, I like to have a mix of encounters. Some urban, some dungeons, some wilderness... I try to keep it fresh. I'm always disatified with my wilderness games, though, because they seem kind of random. That's probably because I've never been in a great wilderness game myself. Run one, post it on the boards, get people interested. Show 'em how it's done.
 

The wilderness isn't the game. The dungeon--the adventure site--is the game. Gamers skip over the wilderness because otherwise you're wasting a great deal of time travelling to and from the dungeon, time that most gamers rightly resent wasting because time is a valuable commodity- too valuable to waste on anything that isn't actually playing the game.
 

Corinth said:
The dungeon--the adventure site--is the game.

Only in Heroquest is the adventure site limited to a dungeon. :heh: Well, I'm sure some groups approach it that way, and if you do and the group enjoys it more than anything, life to you, and glory.

But, to go back to the first point and coming from a group that thinks an adventure site can be anywhere (and believe me, swimming a northern river in the dead of winter is an adventure in and of itself, even it's only 5 minutes of game time; we've buried many a halfling in the Icedrift river), I still don't see many wilderness adventures. I think there are a few reasons for this.

1) The wilderness is BLOODY HUGE. Characters without Survival could be lost for weeks and die of starvation. Mudslides, wildfires, predators, flash floods, sandstorms, blizzards...the hazards are almost uncountable. A realistic wilderness adventure, with skills and technology roughly close to the 1100's (more or less, this isn't a discussion of anachronism), a long wilderness trek that leaves a road probably results in lingering death from the above-mentioned hazards. Thus, it's skipped for convenience.

2) Most of what lives in the wilderness are animals, magical beasts, and the like. Now, as a DM, I LOVE displacer beasts*, my players hate them and all things of their creature type. Why? Simple. No pockets, no treasure. An encounter with a ticked-off grizzly is a painful mauling and expenditure of resources so the ranger can look spiffy in his new hat and cloak. Assuming you can skin it there. Unless of course you've got a Hackmaster-style guide to the valuable bits of monsters, but that can turn the PC's into ambitious slaughterhouse workers instead of heroes.

3) Regardless of how big it is, and barring discussion of endless lava tubes beneath a mountain, dungeons are a finite location. You can map it, you know where everything is, you know exactly what happens depending on the PC's actions and reactions. Even the most fluid setup with contingencies, wander paths (to food, water, etc) is still a specific place with specific creatures and reactions. Thus, it's (moderately) easy to run. If the PC's are careful mappers, they'll eventually find even the best-hidden room.
By the definition, wilderness is basically "everything else". When you encounter the above-mentioned hazards, it always feels a little like the DM has decided that of all the places for a fever-maddened dire bear to stumble, he picked YOUR camp just 'cause he can. It's days of boredom broken by mind-numbing terror and a sense of persecution.

4) We all know illithids hate the sun, so how are you supposed to get quality brain-eating action in the woods? :D

* I really do love displacer beasts. Probably too much. Does anybody know if Dragon's done an "Ecology of" on them yet?
 

Jdvn1 said:
I'm always disatified with my wilderness games, though, because they seem kind of random.

The best way around this is to set up the large map and write up 15-20 encounters for each region (river, forest, plains, etc.). When you use one, then mark it down on the map and set it in stone. One set of locations that I suggest is MEG's Foul Locals: Beyond the Walls. And don't limit the encounters to those with combat- a hag that trades with the locals for potions and charms in exchange for livestock and worked goods is much more interesting than the one who drowns people in the river. Hurt her and deal with the now angry people. And ghost towns (abandoned, not haunted) can make for an interesting side trek while the party looks for loot and finds the creature that drove the people out in the first place (maybe in the well, maybe in the blacksmith's forge).
 

I haven't run a "dungeon" in the classic game sense in years. I actually don't really like them. Sure, I cut my teeth on door-bashin', monster-smashin' dungeon action, but once I put on the DM Hat I largely put that aside. My players for years have enjoyed my urban and wilderness games, and on the rare occasion when I did run a dungeon, they commented it was either a) too fargin' hard, or b) boring as racing slugs on a cold day. I'm aware that as the DM, it's my responsibility to create exciting adventures in any setting, but my guys just never liked dungeons. Give them urban intrigue or tracking the BBEG through unmapped wilderness, and they're in 7th Heaven.
 

The Wilderness is a Dungeon! - map it accordingly

A Dungeoun is an interconnected network of finite spaces containing challenges this network might be the ruins of some ancient tomb, the streets and districts of a sprawling city or the endless vastness of an ancient overgrown forest.

Wilderness can then be mapped exactly like dungeons are, and if the PCs wonder off the obvious path then they better be ready to rely on survival or end up lost and going in endless circles.

In fact try using 'natural dungeons' (like Canyon systems, mountain gorges, the Dead Marshes) and give up built dungeons altogether:D
 
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How would you write up a wilderness adventure?

If it were me, I would have the PCs choose a path now and again, and that path would lead them to different encounters. Not all of which would be dealing with monsters; some would be a mention at how beautiful the scenery looks, or how tired and beaten the refugees are, or how they can cross a raging river or gaping chasm.

That might not work so well though... any other hints, tips, ideas?
 

LostSoul said:
How would you write up a wilderness adventure?
...any other hints, tips, ideas?

Look at my last post and then at Tonguez's. I suggest using semi random locations that are "floating" until the party encounters them (when the DM decides). After that, the DM should note the location and place it on the map so that the party will always encounter it when passing though that part of the map.

And if there is a lot of time passing by, don't forget to make changes. Some villages grow (and leaders change), some burn down. Forests age, though treants and other long lived creatures will most likely still be around. The river might change its course and form a swamp or fen or cause a permanent drought to a cities's farms. Wars between intelligent, spellcasting races could have very interesting effects on the wilderness for good and bad.
 

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