What is exploration & why is it fun?

Exploration is dealing with the parts of D&D that doesn't talk, growl, roar, or gurgle.

Anything from disarming traps, unlocking locks, finding secrets, solving puzzles (I hates puzzles), surviving natural disasters, hopping over quicksand and pits, building sheltered, gathering and hunting for food, reading tomes, collecting treasure, and tons of other things.
 

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I think I can give an example of exploration from the current Dark Sun campaign I'm playing in. I admit that I'm a Dark Sun newbie. I know the basic gist of the setting, but, not the specifics.

The campaign has been a bit of a Tour Des Realms with our characters having traversed a rather large amount of territory including 5 different city-states now. Each city state is significantly different and unique. I'm actually looking forward to seeing what the next city is like - the flavour is just that interesting to me.

Sure, we've had lots of combat and whatnot, but, a large part of the appeal of the campaign for me has been discovering (ie exploring) the setting itself.

I think, for me anyway, the best way to make exploration "matter" is to make sure that the characters are actually well grounded in the setting. While the Man Without a Name is an interesting character, it is not particularly well suited to exploration. OTOH, if your character has links to the setting - family, landowner, liege lord, something - then exploring that setting becomes contextualized and much more enjoyable.
 



I always took exploration as a similarity of a sandbox campaign. The DM presents a world in which you travel around in it, explore it's environs, interacts with its people and menaces and have the freedom to go where you want.

Mechanically, there are a myriad of ways to explain it, but one that jumps out at me is that encounters may not be constructed for balance. In the Caves of Chaos example, there are quite a few encounters that could end up TPK'ing the party. You could go left and find a low single HD monster or go right and find yourself swarmed by them or face off against some other kind of horrendous baddie. So the function rests in the players' hands to figure out where they want to go and go do it, but beware the risks--the deeper you go into the wilderness and deeper you delve in the dungeon, the monsters get tougher.

Well, that's my take on it. :)
 

Exploration = interacting with the setting and environment. (The other two involve interacting with the inhabitants)

Second this as a good answer. Historically, D&D has left a lot of this to the players (same as with interaction), but there is nothing that says it has to stay that way.

A good skill system or its equivalent is the mechanical way you interact with a lot of the environment, and then the players decide what to do within those limitations implied by the mechanics. You don't try to fight the adult red dragon at 1st level, because the combat mechanics enforce that this is an extremely low percentage option for you at that point. In the same way, exploration mechanics might make trekking through the arctic with poor gear a bad idea at 1st level, but doable for a short time for much tougher characters.
 


In my 4E games, exploration is just a natural result of me not giving the players enough clues to decide on a "correct" path, but giving them lots of landmarks to seek out, all with their own unique challenges.

A simple example:

"To the South, there is the twisted jungle you just left. To the North, there is a sheer cliff, sixty feet high, and beyond the cliff there is the crater you seek. On the West side of the cliff, the jungle behind you spills over the side, creating a waterfall-like cascade of vines and roots. To the East the sheer cliff is partly shattered, providing a perilous but perhaps passable path, if you can keep your balance."

Both the West and East path feature climbing challenges, but West path provides a challenge especially suited for druids, shamans, and anyone creative enough to try something with the roots and vines or even the trees themselves. The East path provides more opportunities for a Dungeoneer, but also provides some options for the more destructive sorts. A creative enough player could even take roots and vines from the forest and try something clever with those. A less subtle player could have just ignored both West and East options and just found a way to blast the cliff face directly and turn the cliff into a rocky hill. A more curious player could have just kept on circling to try and find another way down further to the West or East.

Moreover, these challenges are all slightly different on the way back, since they'll have access to different resources at the bottom, may have damaged the climbing options on the way down, and may be weighed down with equipment or creatures - or riding them.
 



What does “exploration” in D&D mean to you?
What do you enjoy about it?


What isn't exploration? To me, exploring is everything from finding out what the layout of the pub's kitchen is (and arguing with the chef about his choice in spices) to finding out where the passage in the mountains goes to poking the wall searching for a hidden door.

Exploration is learning all about the world that I'm living in and to me its a close second to role-playing.
 

Exploration is what some easily distracted members of the party do as they sneak away from their friends, in search of easy riches.

Interaction is what the remainder of the party do as they try to convince the grinning BBEG, who's just found them caught short, not to attack.

Combat is a euphemism for the carnage that gets subsequently inflicted.
 

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