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Emulating exploration without the hexcrawl
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<blockquote data-quote="Desdichado" data-source="post: 5824995" data-attributes="member: 2205"><p>It's always curious to me why D&D players are always so anxious to reduce <em>everything</em> to some form of dungeon.</p><p></p><p>Honestly, I'm not even sure I understand Henry's problem exactly. How many movies do you watch that struggle representing travel without hexcrawling? How many books? How many television shows? How many non-D&D RPGs?</p><p></p><p>It seems like a very artificial problem that's--in fact--brought on by being unable to see the game outside of the structure of a dungeon in the first place. Offering the cause of the problem as the solution seems pretty counter-intuitive. I'm not sure exactly how it will help, either.</p><p></p><p>I'd say rather to treat it the way you would in a show, book, movie or other adventure that features some travel. Do a montage. Describe some things that happen on the way briefly. Stop the montage from time to time to have something "significant" happen to the players. Come up with some possible encounter ideas and throw them in the montage. Use some skill challenges to represent survival on the North Pole environment. Use skill challenges to find your way; describe some scenic features and make them roll to recognize them, or to follow the map and course correctly without getting lost, have them wander through some weird terrain, or across some weird yeti raiders, or something. Break up the exploration with skill checks and encounters, and make a quick and dirty hand-drawn map as they go of stuff that they've seen and passed on the way.</p><p></p><p>But mostly, if you don't know what to do for an extended travel sequence, then don't. Skip over it, except in the vaguest sense. Do a Raiders of the Lost Ark red line across the map. In real life, travel mostly is kinda dull. I know not many folks do road trips these days, but even in "ye olde days" travel was mostly plodding along, putting one foot in front of another day after day.</p></blockquote><p></p>
[QUOTE="Desdichado, post: 5824995, member: 2205"] It's always curious to me why D&D players are always so anxious to reduce [I]everything[/I] to some form of dungeon. Honestly, I'm not even sure I understand Henry's problem exactly. How many movies do you watch that struggle representing travel without hexcrawling? How many books? How many television shows? How many non-D&D RPGs? It seems like a very artificial problem that's--in fact--brought on by being unable to see the game outside of the structure of a dungeon in the first place. Offering the cause of the problem as the solution seems pretty counter-intuitive. I'm not sure exactly how it will help, either. I'd say rather to treat it the way you would in a show, book, movie or other adventure that features some travel. Do a montage. Describe some things that happen on the way briefly. Stop the montage from time to time to have something "significant" happen to the players. Come up with some possible encounter ideas and throw them in the montage. Use some skill challenges to represent survival on the North Pole environment. Use skill challenges to find your way; describe some scenic features and make them roll to recognize them, or to follow the map and course correctly without getting lost, have them wander through some weird terrain, or across some weird yeti raiders, or something. Break up the exploration with skill checks and encounters, and make a quick and dirty hand-drawn map as they go of stuff that they've seen and passed on the way. But mostly, if you don't know what to do for an extended travel sequence, then don't. Skip over it, except in the vaguest sense. Do a Raiders of the Lost Ark red line across the map. In real life, travel mostly is kinda dull. I know not many folks do road trips these days, but even in "ye olde days" travel was mostly plodding along, putting one foot in front of another day after day. [/QUOTE]
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