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General Tabletop Discussion
*Dungeons & Dragons
How Do You Run Travel and Exploration In Your Games?
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<blockquote data-quote="Shadowdweller00" data-source="post: 9544040" data-attributes="member: 6778479"><p>This kind of meant more on the DM-side of things, but I'm happy to hear from players as well. Travel and (wilderness) exploration happen to be amongst those things that seem highly variable from table to table. Was just kind of curious: How do you personally usually handle travel and (wilderness) exploration? What aspects or versions of travel and exploration have been most fun for you personally? Which aspects have been...less fun?</p><p></p><p>Speaking for myself: Despite having regularly DMed for many years, I'm mostly pretty lazy about these things. I've had mixed experiences with hexcrawls, and mostly don't bother with them. I will occasionally keep a personal map, but more often then not keep track of things in my head. Usually I run points-of-interest travel and exploration: I divide travel and areas up into major landmarks that PCs traverse when going from place to place. I don't usually bother with detailed encounter tables, but I try to have a few possible encounters roughly outlined for each region or landmark. On occasions when I ask for Survival checks to keep from getting lost, the price of failure is usually an extra encounter. I try to maintain a mix of combat encounters, environmental hazards, the odd social encounters, and a bunch of random and hopefully fun things for the PCs to play around and interact with. (An example might an ancient shrine that offers a blessing to those who can figure out how to make an appropriate offering; or maybe a ring of toadstools imbued with fey magic that curses anyone who steps inside into speaking with a high-pitched, squeaky voice).</p><p></p><p>Sometimes I'll place secrets, "dungeons", or alternate entrances around particular locations if people wander around them in particular directions.</p><p></p><p>How about you all?</p></blockquote><p></p>
[QUOTE="Shadowdweller00, post: 9544040, member: 6778479"] This kind of meant more on the DM-side of things, but I'm happy to hear from players as well. Travel and (wilderness) exploration happen to be amongst those things that seem highly variable from table to table. Was just kind of curious: How do you personally usually handle travel and (wilderness) exploration? What aspects or versions of travel and exploration have been most fun for you personally? Which aspects have been...less fun? Speaking for myself: Despite having regularly DMed for many years, I'm mostly pretty lazy about these things. I've had mixed experiences with hexcrawls, and mostly don't bother with them. I will occasionally keep a personal map, but more often then not keep track of things in my head. Usually I run points-of-interest travel and exploration: I divide travel and areas up into major landmarks that PCs traverse when going from place to place. I don't usually bother with detailed encounter tables, but I try to have a few possible encounters roughly outlined for each region or landmark. On occasions when I ask for Survival checks to keep from getting lost, the price of failure is usually an extra encounter. I try to maintain a mix of combat encounters, environmental hazards, the odd social encounters, and a bunch of random and hopefully fun things for the PCs to play around and interact with. (An example might an ancient shrine that offers a blessing to those who can figure out how to make an appropriate offering; or maybe a ring of toadstools imbued with fey magic that curses anyone who steps inside into speaking with a high-pitched, squeaky voice). Sometimes I'll place secrets, "dungeons", or alternate entrances around particular locations if people wander around them in particular directions. How about you all? [/QUOTE]
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How Do You Run Travel and Exploration In Your Games?
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