EzekielRaiden
Follower of the Way
Which, to me, means that the real lesson here is:The true upshot of this is how D&D moved away from exploration-based mechanics in favor of combat-based mechanics. Tracking inventory, paying attention to things like encounter distance, and, essentially, applying wargame tactics to the exploration of a dungeon were what the early game was much about.
On the one hand, many participants didn't enjoy this, and most tables quickly handwaved it. On the other, it got replaced with forever available resources and trap and encounter design that didn't need any of this. So, we end up forgetting about the logistics of exploration, doing away with the mechanics, and stripping down the engine so that combat is all that matters anymore.
Why do so many people dislike the usual mechanics for exploration?
It's one thing to lament the loss; that's taste, and as I so often say, de gustibus non disputandum est. It's another to ask what meaning we can derive from it.
If you want a game where exploration takes center stage, ya gotta make it so doing exploration is interesting and rewarding, rather than tedious and mostly driven by whether you avoided a harmful thing happening. It took a little while for game designers to discover that exclusively or heavily "avoid the bad" gameplay is often not super compelling, while "try to achieve something good" tends to be so.
What would you do with mechanics like inventory/weight management, to try to make them actually rewarding, rather than just "congratulations, you don't have weight penalties" or the like?


