Exploration mode is one of the best features of PF2e for me: a turn based mode for exploring the environment! So I figured I would start a thread about it so people will talk about it (hopefully I get some discussion on this very niche topic
).
Some starter thoughts:
1. While listening to actual plays I noticed that people actually name the exploration activities that they are using (I.e. they are going to take the ‘scout’ action) while I don’t think my players even know the name of the activities at all: they describe to me their actions, I respond with any limitations or request for clarification, and I choose what action that they have taken (sometimes I have several options to choose between). Does anyone else do it that way?
2. For the OSR people/old timers. Did AD&D 2e have a similar mode? I know it had ten minute turns in combat (as opposed to its one minute rounds), but did it have them out of combat? Was this dropped from the line at some point or am I just misremembering things in my advanced age?
3. I find that exploration mode works well with explicit time pressure. For example the tide is rising and when the water gets too high the ship you are salvaging will be broken apart. Then I put an water rising tracker on the table and when it reaches certain levels I have bad things happen (I stole this from the forbidden island board game btw). Does anyone else have any scenarios/hacks like this where they think exploration mode really shines?
4. What games do you want to run that do interesting things or you think would highlight the mode? Personally I want to run a conversion of the warhammer adventure “Rough Night at Three Feathers” since I think that it would really help with both timed events and spotlight management. I also want to run a race to a lost city with mechanics roughly similar to those in the dungeon #176 Cross-City-Race adventure (except totally different - I just like the structure of the race). Speaking of Cross-City-Race adventure, I think it would be really fun to play in pathfinder 2e.

Some starter thoughts:
1. While listening to actual plays I noticed that people actually name the exploration activities that they are using (I.e. they are going to take the ‘scout’ action) while I don’t think my players even know the name of the activities at all: they describe to me their actions, I respond with any limitations or request for clarification, and I choose what action that they have taken (sometimes I have several options to choose between). Does anyone else do it that way?
2. For the OSR people/old timers. Did AD&D 2e have a similar mode? I know it had ten minute turns in combat (as opposed to its one minute rounds), but did it have them out of combat? Was this dropped from the line at some point or am I just misremembering things in my advanced age?
3. I find that exploration mode works well with explicit time pressure. For example the tide is rising and when the water gets too high the ship you are salvaging will be broken apart. Then I put an water rising tracker on the table and when it reaches certain levels I have bad things happen (I stole this from the forbidden island board game btw). Does anyone else have any scenarios/hacks like this where they think exploration mode really shines?
4. What games do you want to run that do interesting things or you think would highlight the mode? Personally I want to run a conversion of the warhammer adventure “Rough Night at Three Feathers” since I think that it would really help with both timed events and spotlight management. I also want to run a race to a lost city with mechanics roughly similar to those in the dungeon #176 Cross-City-Race adventure (except totally different - I just like the structure of the race). Speaking of Cross-City-Race adventure, I think it would be really fun to play in pathfinder 2e.