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General Tabletop Discussion
*TTRPGs General
Exploration Hazards - Making Them Fun
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<blockquote data-quote="Dausuul" data-source="post: 4921913" data-attributes="member: 58197"><p>So, lately I've been thinking about the challenges of exploring the wilderness. And I'm not talking about random encounters. I'm talking about finding food, finding water, dealing with bad weather, and not getting lost.</p><p></p><p>Problem is, finding food and water tend to degenerate into bookkeeping exercises, and weather and navigation into rolling a lot of skill checks. Figure out how far you're going, then mark off enough money while in town to pay for that amount of supplies, with extra in case you get lost. Roll skill checks to navigate; if you fail one and get lost, keep rolling until you aren't lost any more. Et cetera.</p><p></p><p>As a result, most groups in my experience end up handwaving these things, because it's boring to keep track of them and there isn't really any point; any halfway competent party quickly learns the necessary hoops to jump through.</p><p></p><p>I would like to find a way to make these challenges engaging and exciting, preferably without resorting to combat encounters as a "punishment" for failed rolls. What ideas does everyone have?</p></blockquote><p></p>
[QUOTE="Dausuul, post: 4921913, member: 58197"] So, lately I've been thinking about the challenges of exploring the wilderness. And I'm not talking about random encounters. I'm talking about finding food, finding water, dealing with bad weather, and not getting lost. Problem is, finding food and water tend to degenerate into bookkeeping exercises, and weather and navigation into rolling a lot of skill checks. Figure out how far you're going, then mark off enough money while in town to pay for that amount of supplies, with extra in case you get lost. Roll skill checks to navigate; if you fail one and get lost, keep rolling until you aren't lost any more. Et cetera. As a result, most groups in my experience end up handwaving these things, because it's boring to keep track of them and there isn't really any point; any halfway competent party quickly learns the necessary hoops to jump through. I would like to find a way to make these challenges engaging and exciting, preferably without resorting to combat encounters as a "punishment" for failed rolls. What ideas does everyone have? [/QUOTE]
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