payn
Glory to Marik
I've come around to abstracting all the survival sim aspects of RPGs. No more worrying about every piece of ammo, every ounce of food, every drop of water, every single torch, etc.. I will usually do a check based on some combo of situation and character skill. For example, in a hexcrawl, the PCs might spend a day travelling and such. There will be a check to see how efficient they are. If, an encounter happens, they might be well rested, or they could be tired. They might have navigated the land well and catch their foes off guard, or they could wander around aimlessly and get caught in an ambush.
For exploration elements, I usually jazz that up. There is some historical significance to a site the PCs are exploring. Finding all the clues and piecing things together is an adventure itself. Things like traps and puzzles are simply encounters, but the exploration itself has much more purpose to it. What is significant about this dungeon, terrain, place that makes actually exploring it interesting? I mean, beyond being a dungeon filled with things to kill and loot.
For exploration elements, I usually jazz that up. There is some historical significance to a site the PCs are exploring. Finding all the clues and piecing things together is an adventure itself. Things like traps and puzzles are simply encounters, but the exploration itself has much more purpose to it. What is significant about this dungeon, terrain, place that makes actually exploring it interesting? I mean, beyond being a dungeon filled with things to kill and loot.