Jasperak
Adventurer
1e is said to be big on Exploring the Dungeon, and I want to know how 1e did it. There has to be some various DM tricks that did so.
Dungeon or wilderness are the same with regards to my point. Go to your local sports store and buy a ruck sack, then fill it with two weeks worth of trail rations, a sleeping bag, (maybe a one-man tent as well), a change of clothes or two, a blanket, A light source (if spelunking), and a ten-foot pole. Then buy two or three canteens, fill with with water and strap them to the belt of the ruck. I missed a few things in the ruck, but it should be around 40-60 pounds or so.
Then watch Treasure of the Sierra Madre with Humphrey Bogart. [sblock]Understand why Bogie dies near the end.[/sblock]
Think about how nice it would be to have a mule to carry all of the equipment, food and hopefully treasure your character needs to transport. Final Fantasy for the NES is one of my favorite CRPGs of all time, but being able to carry 99 tents is kinda f-ing retarded. Or 99 of everything for that matter.
My whole snarky point is that to play in that more old-school/exploration/hexcrawl style, you would need to enforce encumbrance rules and the strategic planning needed for a two-week journey (estimated, my characters in those type of games always had 2 weeks trail rations since iron rations were too expensive and heavy for a 1st-level character.) Sure a fighter could carry all the equipment, but then how is he going to carry his share of the thousands of coppers and silvers.
As for DM tricks or specific 1e rules, I think you are chasing the Philosopher's Stone. Hexcrawling and Exploration Campaigns -- in my obviously limited (read anecdotal) experience -- were roleplaying experiences and not game experiences and had nothing much to do with any special rules aside from encumbrance which I alluded to earlier.
Sorry so snarky, just can't see a way to rewrite it.

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