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Why Exploration Is the Worst Pillar
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<blockquote data-quote="Azzy" data-source="post: 8378557" data-attributes="member: 6563"><p>That doesn't seem to be in the spirit of the rules, but whatever.</p><p></p><p>Well, there are players that do enjoy "the tedium" of exploration by the rules. They're not much different from what was found in the B/X and BECMI editions. And, well, people did have fun with those. It may not be for you or your group, but it's not the universally despised thing.</p><p></p><p></p><p>You don't need 6 encounters every day. (And, yes, encounters can be anything—from washed out bringes to strange obelisks to mysterious tracks or sudden weather changes to whatever.) You can vary the amount of encounters (less encounters that are more challenging or more encounters that are less challenging), you you could have 1 encounter in a day that require the expenditure of most of the party's resources. Speedbumps are okay, as long as the players are enjoying themselves—in fact, you can use speedbumps to allow the party to show off how awesome they are. Or you could even have encounters that don't require the expenditure of resources—that strange obelisk with some mysterious, ancient script could be an encounter just to be mysterious or to connect the players with the setting's history or be there to telegraph something that may play into the campaign in the future.</p><p></p><p>But the question I have is: What do <em>you</em> want from wilderness exploration?</p><p></p><p></p><p>How much real time do you want your players to spend travelling/do you think the players will have fun with? </p><p></p><p>Size matters—how large an area are you wanting the players to explore/how distant is the location you want to travel to? The larger the unknown area the characters have to travel through will likely require more time spent. Though scale can affect this as well—for smaller areas, using the 1 hex = 1 mile makes sense, larger areas should probable use a larger scale like 1 hex = 6 miles (as the DMG suggests) or more (24 miles is a good one for represent 1 hex travelled per day).</p><p></p><p>How many encounters you have planned (and how often you roll for random encounters) will affect this, too. Do you want one planned encounter per hex or do you want 1 encounter per x hexes, leaving some empty hexes to breeze through? How often do you want to roll for random encounters (if at all)? Are the encounters interesting, or just rote—do they take place in terrain that affects the encounter (is there quicksand in some spots, iced-over lake, forrest fire, etc.)? Are there weather conditions (rain, heatwave, strong winds, etc.) that affect the encounter? Having a weather generator helps with this (especially if you generate several days or weeks in advance).</p><p></p><p>There is no one-size-fits-all answer to your question. You have to know (ask) your players what they think on the matter and base your answer on that.</p></blockquote><p></p>
[QUOTE="Azzy, post: 8378557, member: 6563"] That doesn't seem to be in the spirit of the rules, but whatever. Well, there are players that do enjoy "the tedium" of exploration by the rules. They're not much different from what was found in the B/X and BECMI editions. And, well, people did have fun with those. It may not be for you or your group, but it's not the universally despised thing. You don't need 6 encounters every day. (And, yes, encounters can be anything—from washed out bringes to strange obelisks to mysterious tracks or sudden weather changes to whatever.) You can vary the amount of encounters (less encounters that are more challenging or more encounters that are less challenging), you you could have 1 encounter in a day that require the expenditure of most of the party's resources. Speedbumps are okay, as long as the players are enjoying themselves—in fact, you can use speedbumps to allow the party to show off how awesome they are. Or you could even have encounters that don't require the expenditure of resources—that strange obelisk with some mysterious, ancient script could be an encounter just to be mysterious or to connect the players with the setting's history or be there to telegraph something that may play into the campaign in the future. But the question I have is: What do [I]you[/I] want from wilderness exploration? How much real time do you want your players to spend travelling/do you think the players will have fun with? Size matters—how large an area are you wanting the players to explore/how distant is the location you want to travel to? The larger the unknown area the characters have to travel through will likely require more time spent. Though scale can affect this as well—for smaller areas, using the 1 hex = 1 mile makes sense, larger areas should probable use a larger scale like 1 hex = 6 miles (as the DMG suggests) or more (24 miles is a good one for represent 1 hex travelled per day). How many encounters you have planned (and how often you roll for random encounters) will affect this, too. Do you want one planned encounter per hex or do you want 1 encounter per x hexes, leaving some empty hexes to breeze through? How often do you want to roll for random encounters (if at all)? Are the encounters interesting, or just rote—do they take place in terrain that affects the encounter (is there quicksand in some spots, iced-over lake, forrest fire, etc.)? Are there weather conditions (rain, heatwave, strong winds, etc.) that affect the encounter? Having a weather generator helps with this (especially if you generate several days or weeks in advance). There is no one-size-fits-all answer to your question. You have to know (ask) your players what they think on the matter and base your answer on that. [/QUOTE]
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