Shardstone
Hero
The thing is, a lot of newgen players don't want to do most of these things. I'm uninterested in having to worry about hunger and thirst every session. I don't want to worry about being lost all the time, or my players who are directionally challenged IRL suddenly lost in game. These three things seem to be the things certain exploration-pro players want hte most, but they are the most basic exploration challeneges available.I wonder if doing it the other way would be better.
IE when you explore you get penalties by default
Every room in the dungeon is just bad news.
- Hungry
- Thirsty
- Exhausted
- Lost
- Late
- Damaged by Trap
- Damaged by Hazard
- Took the long way
- Missed a secret
- Ran into monsters
- Can't get into locked room
Then the party rolls and uses equipment to cancel penalties. Everyone rolls and uses gear. The rogue just has more skills to roll against more penalties.
D&D is a fantasy game. Give me fantastical challenges! Magical diseases, portals that switch me to places, mazes created by nature deities to protect their forest, and so on. If all D&D can do to make exploration mechanical is say "YOU ARE HUNGRY" or "YOU ARE THIRSTY" then it's a really, really, really basic, boring, mediocre exploration game.
Exploration can be made fun by making things like fun, dynamic rules for hunting and pursuits, for setting up traps yourself against your hunters, for laying ambushes, for finding hazards and figuring out how to use them for your own gain, by wrestling with magical environments -- mountains that avalanche UPWARDS, not downards; blizzards filled with siren song trying to lure you to your death; deserts where the mirages come alive and try to replace you in the party.
At no level of the game do I want to go into the woods and spend an hour of real game time hunting for food, finding water, and building a tent. I can do that in real life and it's a lot more interesting then doing it at the table.
EDIT: If you like those things, that's fine, I don't care.