Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
[+]Exploration Falls Short For Many Groups, Let’s Talk About It
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="UngainlyTitan" data-source="post: 9257478" data-attributes="member: 28487"><p>I am inclined to agree, despite wanting to like the journey system it is a little too much and is a journey system from a haven to another haven. The rules in D&D should cover mundane journeys, where one wants to get from A to B but there is a question of time and resources.</p><p>If one is travelling the Risen Road from Elturel to Baldur's Gate there should be little risk, it is a major trade route. The encounters could be delays or you meet and perhaps aid someone that provides a contact in Baldur's Gate.</p><p></p><p>A different kind of journey is where the travel is from the village to the temple of badness and you need to get there before the rising of the moon in the second night of the full moon or the children will be sacrificed. In this case, one want to know, can the party get there on time and fully rested.</p><p>One might spot a wonder on the way but that is not going to be of immediate interest.</p><p></p><p></p><p>There is actual exploration, either to see what is there or to find the location of a McGuffin and wonder and discovery are central to that.</p><p></p><p>The problem is neither the game rules or adventure design help in educating DM on this topic. I have spent years figuring this out. I was familiar with old school exploration but not interested in the bookkeeping involved.</p><p></p><p>In my opinion the DM advice needs to lay out a couple of things.</p><p>1) Journeying can be simply skipped, if that is not something the DM and/or party is interested in. One can simply narrate the journey.</p><p>2) Journeys between well known location or along well travelled routes do not really fail and there is no need to use the traditional random encounter model. Instead make checks to find accommodation (Cha), with failure meaning that accommodation costs more or (Con ) to cover the wilder section of the road in time to reach a village. Failure meaning having to camp out or take a level of exhaustion to make it to a settlement.</p><p>Instead of random encounters roll for complications, complications can be: bad weather causing delays. An actual encounter. An opportunity to aid a fellow traveller. A side quest at a settlement.</p><p>3) Into the unknown, Here preparation should matter. Complications get more complicated. That is, intelligent locals might take offence at the party on their territory. One might discover strange ruins or portals to elsewhere.</p><p></p><p>edit: A simple method for tracking time and using to roll for complication. I am thinking of trying out the Tension Pool as suggested by the Angry DM.</p></blockquote><p></p>
[QUOTE="UngainlyTitan, post: 9257478, member: 28487"] I am inclined to agree, despite wanting to like the journey system it is a little too much and is a journey system from a haven to another haven. The rules in D&D should cover mundane journeys, where one wants to get from A to B but there is a question of time and resources. If one is travelling the Risen Road from Elturel to Baldur's Gate there should be little risk, it is a major trade route. The encounters could be delays or you meet and perhaps aid someone that provides a contact in Baldur's Gate. A different kind of journey is where the travel is from the village to the temple of badness and you need to get there before the rising of the moon in the second night of the full moon or the children will be sacrificed. In this case, one want to know, can the party get there on time and fully rested. One might spot a wonder on the way but that is not going to be of immediate interest. There is actual exploration, either to see what is there or to find the location of a McGuffin and wonder and discovery are central to that. The problem is neither the game rules or adventure design help in educating DM on this topic. I have spent years figuring this out. I was familiar with old school exploration but not interested in the bookkeeping involved. In my opinion the DM advice needs to lay out a couple of things. 1) Journeying can be simply skipped, if that is not something the DM and/or party is interested in. One can simply narrate the journey. 2) Journeys between well known location or along well travelled routes do not really fail and there is no need to use the traditional random encounter model. Instead make checks to find accommodation (Cha), with failure meaning that accommodation costs more or (Con ) to cover the wilder section of the road in time to reach a village. Failure meaning having to camp out or take a level of exhaustion to make it to a settlement. Instead of random encounters roll for complications, complications can be: bad weather causing delays. An actual encounter. An opportunity to aid a fellow traveller. A side quest at a settlement. 3) Into the unknown, Here preparation should matter. Complications get more complicated. That is, intelligent locals might take offence at the party on their territory. One might discover strange ruins or portals to elsewhere. edit: A simple method for tracking time and using to roll for complication. I am thinking of trying out the Tension Pool as suggested by the Angry DM. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
[+]Exploration Falls Short For Many Groups, Let’s Talk About It
Top