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Outdoor Regions

🕑 Added 2025-03-12 17:02:32 +0000 UTC

Comments

Joseph Willis

Similar to the "region" idea, some rules (like in Ryuutama and 2024 D&D DMG) frame the outdoor journey as a sequence (almost narrative) of different "legs" of the trip: "Wend thru the hills, pierce the dark forest, come out on the shore of a lake with the town before you". Each leg has its own threat, (possible) reward/secret, and feel, often defined by a biome or landmark. Each leg could also be viewed as a hex in a hex crawl, accommodating both destination-bound journeys and exploration-inspired wanderings. But wait! What if one leg is multiple hexes of one huge forest? It just takes longer narrative time to cross, or one could divide one region into multiple, differentiated by features, threat, and feel: 1st hex is yet hilled, with scraggly, striped beeches pressed closely, haunted by ghostly deer and goblin huntsfolk from the dark places beneath the land's folds. 2nd hex is dense, dark trees sprouted from a graveyard of giant bones. The elves keep what sleeps here dreaming, but sometimes the bones left here grow restless, especially in the barrows of ancient monarchs. 3rd hex is a lowland swamp on the drainage side of the nearby lake. Pale beings slip into the water on approach, waiting their chance when fires and light die down. A dragon raises bog mummies from the flats as guards for its nest in the ruined keep here. For refilling hexes or generating ideas, I use 2 repeatable tables: random encounters (monsters, NPCs) and random features (ruins, cottages, shipwrecks, hazards). I try to make them interactable with hidden treasures and threats for poking around, or with moving parts to be used in encounters by or against the party. I also have separate encounter tables for hunting and foraging, which leads to encounters with roots, mandrakes, healing herbs, boars, monster fish, magical and nonmagical fungi, etc. Fishing could net you rations, or a boot with a ring in it! Rather than a skill check to roll rations, you roll for an encounter to win them! Surely, interactive choice and discovery is key for the open wilderness, just as it is for the relatively closed dungeon.

Jeb Utecht

First of all, I love this example in all kinds of ways. However, what it makes apparent to me is that there is no practical difference between exploration design and adventure design. These aren't rules for exploration, they're guidelines for designing an adventure. I do believe 5E would benefit from some mechanics that aid exploration. I suspect those mechanics vary based on the scale of the exploration. I like the supply and haven mechanics from Level Up for journeys. I also like clocks from Blades in the Dark for locations. I don't believe it has to be one or the other. And they work best when combined with an opened-ended adventure design like you have here in this example. If you could find a way to thread this all together...chef's kiss. I'm definitely going to use this PDF as a template for my own homebrew adventures.


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