The default D&D wilderness trope = hundreds of miles of nothing represented by a wandering monster table, which you walk through on the way to a dungeon....that's not "untamed". That's boring. Populate your wildernesses like you would a dungeon and problem solved, but that's going against the status quo hinted at in this thread.As for the 'untamed wilderness' being a D&D trope, that's just the way I like it.
I take your point, but I think modern adventures have significantly diverged from this tradition. Look at Sovereign Press's Key of Destiny series for a good example. Not only that, but a competent, modern DM will make a random encounter an integral part of the adventure, not a diversion to be forgotten as soon as the last hit point of damage has been dealt.rounser said:The default D&D wilderness trope = hundreds of miles of nothing represented by a wandering monster table, which you walk through on the way to a dungeon....that's not "untamed". That's boring. Populate your wildernesses like you would a dungeon and problem solved, but that's going against the status quo hinted at in this thread.
There's no reason why this should be the case. Just because it's outdoors and has trees doesn't mean that it can't have set encounters just like a dungeon. In fact, it makes no sense that this activity is restricted to dungeon rooms. It's just a cultural idiosyncracy of D&D which makes people think this way, IMO.I don't think you can escape the idea of a wilderness as 'the bit that happens between dungeons' as long as training, selling loot, re-equipping, and so-on, remain an integral part of the game.