Which is what I am hoping to hear about.
For a traditional dungeon crawling system, I feel like the format is basically 'solved' in that there are a set of rules that the majority of systems use with minor adaptation. I mean concepts like:
-Characters have classes and levels
-Characters have hit points and HD determined by their class.
-Random encounters are generated as a way to impose time pressure
-Attacks are made by rolling a d20 vs a target number.
I do not mean to say this is the only way to do these tasks. But the majority of systems that want to accomplish these tasks use a relatively similar variant and that works well for many players. (I hope that is enough caveats).
I think that for expedition play we've never arrived on a similar set of rules. For example, for tracking food and water:
-Do we track them explicitly by weight?
-Do we abstract somewhat to gear slots?
-Do we use a fully abstracted supply system, like supply as hp? (I haven't played Level Up. Does it land here?)
It feels to me that if I want to design a d&d variant, the dungeon crawling rules are really easy to make my own twist on. The expedition rules are much harder because I'm not sure where to begin.
Please object if you think this is wrong. I am just thinking out loud. There are probably errors.
Is there anything like a taxonomy of expedition rules?