So what do you think? Am I wrong on this?
So the three pillars of play are combat, role-playing, and exploration. Combat we discuss a lot and have many rules to make dynamic and exciting, hordes of monsters, reams of magical spells, and numerous tomes of battle equipment. Role-playing is theatric, and we have seen it done with character arcs, accents, and know how it has been long elevated as the height of good Game-Mastering ("Role-play" NOT "ROLL-play.")
But exploration? It's the neglected middle child of the pillars. Why? I think because it's the in-between of interesting things.
It's the trek through the wilderness listening to the DM trying to use purple prose to describe the forest that exists to waste your time between getting the quest from the haughty noble (role-playing) to the bandit hideout (combat). It's the long, featureless corridors that may contain a ho-hum trap (which is likely going to be less dangerous than a single monster of your party's level), but that trap will be avoided with a Passive Perception check you don't even have to roll. That hallway may connect two exciting combat encounters, but the hallway itself is just a line on a flowchart.
Exploration is the session that you're buying supplies for your journey and making preparations, which can be easily avoided with a die roll. ("Did we bring enough food? Here, let me roll randomly. Good, you have enough food.")
How much game time is wasted on exploration? Would the experience be better by simply asking the players: "Do you want to go to Fight A with the troll barbarian or Fight B in the vampire's crypt?" We could speed through literal sessions of actual games that require wilderness travel from the starting town to the dungeon.
But the only advice I've ever seen for improving exploration mode is to use better descriptive phrases, wandering monsters, or have a few skill checks that are going to ultimately have no impact on the game (maybe you lose some hit dice, maybe have to spend a few spell slots, etc.). But even with most of that advice, it's telling you to make exploration mode better by adding combat (wandering monsters).
So what do you think? Am I wrong on this?
What are those?Now I prefer the system from Into The Unknown, and that has worked even better for me.
I don't think that's it.I think this is the line that divides us. I see nothing with things being wrecked. Like walking away, it's an interesting outcome that opens up repercussions in the game world and consequences that other groups playing in the campaign can exploit.
Just as combat comes with deadly risk, so should exploration. The Deck of Many Things does just that. Adventure at one's own peril.
But the only advice I've ever seen for improving exploration mode is to use better descriptive phrases, wandering monsters, or have a few skill checks that are going to ultimately have no impact on the game (maybe you lose some hit dice, maybe have to spend a few spell slots, etc.). But even with most of that advice, it's telling you to make exploration mode better by adding combat (wandering monsters).
It's essentially Basic D&D rebuilt using the 5e ruleset. You can find it on DriveThruRPG. If you're just interested in the rules for running exploration, all you need is booklet 4 (Running the Game).What are those?
What's the system from Into the Unknown like? What are it's strengths?I agree with those that have said that exploration can be great fun, and that if it isn't it's likely because it was done poorly. I think that some DMs tend to mostly skip over it because they aren't good at it, but by doing so they never get better at it. It becomes a feedback loop.
I used the rules from AiME for a while, and they worked fairly well. Now I prefer the system from Into The Unknown, and that has worked even better for me.
That said, the best DM I know is very good at running exploration, and he pretty much uses just the 5e rules (although he's incorporated the use of a dice oracle of his own devising).
In order to make exploration interesting, you have to provide interesting things for the players to explore/find. If your social encounters were all with the same bland, monotone NPC, they wouldn't be very fun. If every combat is against the same 4 goblins, it would get old in no time.
There needs to be variety, purpose, and challenge to exploration encounters to make them worthwhile. Not every exploration scene needs to feature all three, but without at least one of them it's just pointless filler.
I'm not necessarily the best person to ask, as I just lifted the exploration rules for use in my 5e game.What's the system from Into the Unknown like? What are it's strengths?