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General Tabletop Discussion
*TTRPGs General
Exploration based adventures/campaigns: how do you do it?
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<blockquote data-quote="Jhaelen" data-source="post: 5167682" data-attributes="member: 46713"><p>I don't think that 1e did anything special to make exploration interesting.</p><p></p><p>Imho, the 'trick' is simply this: Exploration is interesting if the players find it interesting. E.g. I used to enjoy drawing maps, so naturally I was excited by any adventure that would allow me to have fun drawing interesting (read: complicated) maps. For me, finding cleverly hidden secrets was the greatest reward.</p><p></p><p>IOW, if your players don't find the idea of an exploration campaign appealing, there isn't much you can do. As others have mentioned, the pcs should have something in their backstory that gives them reasons to be interested in the exploration.</p><p></p><p>Otherwise, combing through hex after hex will get old pretty quick.</p><p></p><p>If I were to start a campaign that should involve exploration to some degree, I'd probably use two devices, to get things started and moving forward:</p><p></p><p>- lots of rumours: instead of wandering around aimlessy, these give the pcs some (vague) directions to something interesting that may or may not be actually there (or turn out to be something completely different).</p><p></p><p>- minor quests: while the pcs are wandering around, mapping everything, they might as well get a couple of things done for someone. This may (appear to) be side-tracks that don't have anything to do with their larger goal, or be actual stepping stones to complete their goals.</p><p></p><p>In the computer rpg genre, I always felt that Ultima was the ultimate (!) exploration based crpg. There were tons of npcs in every populated area that wanted something or told you stuff about something that would require you to travel someplace else. This encouraged you to travel back and forth, all over the continent until eventually you had explored everything.</p></blockquote><p></p>
[QUOTE="Jhaelen, post: 5167682, member: 46713"] I don't think that 1e did anything special to make exploration interesting. Imho, the 'trick' is simply this: Exploration is interesting if the players find it interesting. E.g. I used to enjoy drawing maps, so naturally I was excited by any adventure that would allow me to have fun drawing interesting (read: complicated) maps. For me, finding cleverly hidden secrets was the greatest reward. IOW, if your players don't find the idea of an exploration campaign appealing, there isn't much you can do. As others have mentioned, the pcs should have something in their backstory that gives them reasons to be interested in the exploration. Otherwise, combing through hex after hex will get old pretty quick. If I were to start a campaign that should involve exploration to some degree, I'd probably use two devices, to get things started and moving forward: - lots of rumours: instead of wandering around aimlessy, these give the pcs some (vague) directions to something interesting that may or may not be actually there (or turn out to be something completely different). - minor quests: while the pcs are wandering around, mapping everything, they might as well get a couple of things done for someone. This may (appear to) be side-tracks that don't have anything to do with their larger goal, or be actual stepping stones to complete their goals. In the computer rpg genre, I always felt that Ultima was the ultimate (!) exploration based crpg. There were tons of npcs in every populated area that wanted something or told you stuff about something that would require you to travel someplace else. This encouraged you to travel back and forth, all over the continent until eventually you had explored everything. [/QUOTE]
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Exploration based adventures/campaigns: how do you do it?
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