Exploration is a staple of fantasy RPG adventuring. From the earliest rules drafts onward, exploring underground complexes has been present. Later expansion of the system added exploring wilderness to the mix, so PCs could explore the great outdoors, find a musty old dungeon, and then explore the hole in the ground. The basic play loop in the rules has always been that of “Leave Home –> Explore –> Return Home” lather, rinse, repeat. With that in mind, I’d like to look at exploration closely, with an eye on figuring out what’s important to the play experience when exploring to try to capture that in my projects.
First, of course, we’ll have to break exploration into discrete units of activity, as I don’t think dungeon exploration and wilderness exploration share enough similarities to share a unified process. There are some major differences that warrant treating them individually despire shared concerns between them. I’m also leaning into additional exploration fields (dreamscapes, faery, etc.) and expect those to also have some significant differences when compared to sneaking around in dark tunnels.
Dungeon Exploration
Fantasy RPGs began in dungeons, so I think it fitting to begin by examining exploration of dungeons. What is that drives characters to delve in the darkness and hazard the risks of going there? Or, properly, what is it that leads players to want to have characters who adventure there? What are the game experiences that entice players to play in these imaginary spaces?
I think, at a fundamental level, is the draw of a world similar to ours and yet filled with wondrous things that ours isn’t. Many of those wondrous beings, items, or events simply don’t or can’t happen in our mundane existence and provide both relief from mundaneity and the promise and challenge of novelty. Even with the dozenth iteration of a magical fountain, the very idea of a magical fountain remains something new enough to warrant wonder.
So many of these wondrous things also involve a challenge to us as thinking creatures. How will we overcome the struggle before us to achieve our ends? Let us marshall our tools, gather our wits, and figure out an approach to surmount the odds and prevail. Can we bludgeon our way through? Slip surretitiously past it? Undermine it operations so it falls apart? Negotiate a way past? The game situation allows us to stretch our problem-solving abilities beyond the boundaries of our personal capabilities via PC abilities and belongings.
The dungeon offers us myraid ways to engage in the wonders and challenges of a fantasy setting. There are puzzles to be solved to find a hidden vault or open its portal, and clues to be found and pondered to reach a solution. Traps that can be the demise of the unwary, if warning hints are ignored or misread. Tricks to be overcome when they lead us astray and waste our time and resources. Then there are treasures, both obvious and not, that promise riches and reknown and influence, if we should be able to return home with them.
All of this while mucking about in the dark with the possibility of monstrous creatures lurching out of the shadow seeking to devour our bodies and sometimes our souls. All of the nightmares of our primoridal psyche on display in flesh and bone and dripping blood from fang and claw. We get to confront horrors and walk –or limp– away to tell the tale.
The feel of those encounters arises from few things. The PCs –and thus the players, vacariously– are in an unknown environment. Their primary sense, sight, is limited by the pervailing darkness, and other senses can be readily overwhelmed by strange scents, echoing sound, and the strange airs found in the underworld. It’s easy to get turned around and about and to lose grasp of the way back to safety.
The PCs also have limited resources. They can rely only on themselves and what they can carry with them (the best argument for encombrance rules, I say) while struggling against the dark and the horrors it contains. They’re likely to have only the water they carry to maintain hydration and foods they carry to maintain energy. The very extertion of moving around can drain them to where everything becomes more difficult. Maintaining peak performance is a challenge in itself.
It’s my opinion that the constraints of the latter limits emphasize the joys of the former. That is, the shiny wonders shine brighter when contrasted with the strain of the darkness. The challenge of design, I think, lies in balancing the two — how intrusive to make the strain of resource management balanced against the brightness of the challenges.
Wilderness Exploration
Exploring in the wilderness can be an express investigation or happen merely by moving through an area. I’ve still yet to sort the finer points of the two so I can decide if the procedures are exactly the same or if there’s some difference that is worth making apparent in the rules. The broad strokes of each are the same, though.
I find a lot of value in the approach of having Landmarks, Hidden POIs, and Secret POIs in any given hex/area of the lands being moved through. The hidden and the secret, of course, are only found by exploring as part of the move through the area. The hidden are off the natural path of travel –a road, well-worn trail, along a river or stream, or route following the base of hills (instead of trying to climb over them)– and can be found easily by leaving that path. The secret need to be sought out with greater effort, poking about in copses and hollows and all places that are impervious to casual view.
I think there are several instances that can make travel interesting. All of the things that serve to make dungeons interesting can also make wilderness interesting, with the understanding that the wilderness can provide an abundance of events and encounters and places that a dungeon is hard-pressed to match. For each magical fountain in a dungeon, the wilderness can offer up numerous magical pools, springs, ponds, streams, wells, and fountains. For each portal into the mythical underworld found in a dungeon, the wilderness can host multiple openings into the realms of faery, the elder world, alternate times, spiritworlds, and other planes; the mythic wilds are numerous and dangerous.
The wilds are full of homegrown beasties and those of all the other places that can attach to it. For every great cat protecting its territory, there can be an incursion from elsewhere or elsewhen providing a different form of danger. The machinations of faery courts can spill out into the mortal realm. Travellers from other planes with malicious intent can act against the beings that call this world home.
So, it’s possible to have a near-constant appearance of events and encounters to liven up play in the wilds. Wizard weather –powerful storms– can bring entities across the veils between worlds, ancient sites of power can erupt into action according to astral alignments, malignant spirits can inhabit fens and copses and areas around tombs and shrines to dark forces. All of the interesting parts of dungeon exploration are possible in the wilderness.
The same aspects of dungeon exploration that create tension and highlight the satisfaction of encountering the challenges also appear in wilderness play. Expeditions are limited in the supplies they can transport, so decisions about what gear to carry come to play. Gathering supplies from the surroundings is a choice, balanced against the time it takes to do so; that extra time means extra exposure to the elements and the hazards of travel, with an extra day on the trail possibly leading to catastrophe. Spending extra time in a haunted wood with malicious spirits is a recipe for distress, at the least. PCs unable to find rest and recovery are then easier pickings for hostile forces later along the trail.
There is the darkness of night to negotiate, complete with the creatures that prefer darkness. Daylight brings respite from the dark, though with a different roster of dangers and choices possible to keep the characters successful in their travels.
Faery Exploration
Then there are the otherworldly spaces to explore. These can offer different challenges and change up the procedures for maintaining supply. Hunting in Faery can be quite different than hunting in a typical forest. Gathering plants much the same. Players can find that simply maintaining food and water supplies can be more difficult in a different plane/world.
Time can be variable, with a foray in another world resulting in much time elapsing in the PCs’ home world, or spend days wandering in another place only to return an hour later to where they left. The geography of another world can vary as the characters move about. The players may have to figure out how to return to the home world with the opening between worlds closing behind them. Getting drawn into another world when having a deadline into the home world is problematic and increases the challenge for players.
The elements of exploration are generally similar from one environment to the next. The differences are likely enough to warrant procedures for each to help them feel different in play. I think that finding the basic demands of managing resources a bit different in each context will be a way to provide a contrast in flavor, as will the details of the nature of what’s encountered.
