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Exploration Rules

🕑 Added 2025-03-04 15:02:38 +0000 UTC

Comments

Mike Mearls

It's funny, because I had a very similar experience that inspired this approach. I realized that in breaks in the action I'd remember to check for random encounters and such. Tying that to real life passage of time felt like it made sense as a way to keep the game flowing.

mAc Chaos

I too find the strict dungeon procedures to be stalling and awkward in actual play, as it makes conversation too regimented. The procedures themselves are still useful though; I just handle them in the background without mentioning it to the players, while the conversation is free flowing. Keeping a mental note of in-game time passing, rolling random encounters once it's been enough, that sort of thing.

Mike Mearls

The risk can take a few forms. In applied this to the Forge of Fury and used it to have the dragon pop up to the higher levels above its lair. That added some fear to the game, but since the dragon could only reach certain areas it made navigating the dungeon more interesting. I do think the system needs to be flexible enough to support a variety of frameworks.

OptionalRule

I like the approach of increasing threat meter. It's all managing risk but I've always wondered if that is proper framing Most parties want to fight, so is this really a risk? Particulary if the fight means the treasure is coming to them instead of using exploration to find the treasure. On that note, I wonder if some kind of disovery mechanic is beneficial to discover a new delve, or opportunity to balance the risk? Or maybe that's just a function of the DM? Just some thoughts. I love this approach.


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