Words from a grognard

Tag: #hexcrawl

The Wilderness “Dungeon” and Empty “Rooms”

As mentioned prior, I’m viewing travel as movement in a much larger dungeon area–the great outdoors–and expect the procedures to provide much the same interest as moving about in a typical dungeon environment. When it comes to stocking the wilderness, the idea of an “empty room” is problematic.

Stopping to describe a scene during travel that amounts to “you don’t sense anything unusual about this place” is rather…boring. And silly. Why bother describing a specific site in which nothing interesting is happening? Background description from travel should be constant, so an “empty” space would be nothing more than additional background description (“a stream crosses the trail”). It wouldn’t even register as a place of any interest.

I think each “room” in a wilderness dungeon should offer something of interest. That’s why I don’t have checks for encounters, I have checks for events. An event isn’t automatically an encounter, though encounters are a type of event. As with dungeon stocking, an event could be a monster, a treasure, a monster and a treasure, or even a trap (that could then lead to an encounter). An empty room result, though, should offer something of interest.

That could be a natural wonder of some sort, say, a waterfall or a flock of birds blacking out the sky briefly. Perhaps a herd of herbivores crossing the trail that takes an hour to clear the way. Or a construction of some kind, say an obelisk or other standing stone, statues of vaguely humanoid figures, a well in the midst of nowhere. Something that can provide a distraction that could lead the PCs to dawdle and lose time examining it, which in turn increases chances of encounters or leads them astray from the planned route.

Make the “empty room” in the wilderness something that lead the PCs into investing time and attention that would best be spent in pursuing their original goals. Entice them to expend resources, even if it’s just some wasted time. It’ll help with the sense of the setting being a real place, too.

Travel Rules

I’ve come to think that wilderness travel should feel more like a dungeon in play. A dungeon involves many turns, with empty rooms, monsters, and treasures. I think a wilderness should be the same–lots of turns and lots of possible events and encounters. I’d like to avoid the “empty rooms” feature, though. I know the best travel experiences I’ve had in my games have come when there were multiple events of some sort along the way, so the travel time felt like an adventure. That’s what I’d like to emulate.

I’ve been playing with traditional travel procedures and find the length of each turn to be part of why travel has long been decried as boring and a drudge. Of course, nothing’s going to happen if there are only three or four chances each day! I know when I changed to rolling to see how many encounters happened (D4+1 worked best for me), the “busier” days always played out as more interesting than the quieter days, with more happening and more to do.

So, I started playing with two-hour travel turns. A check for each travel turn can lead to several events during the day. I say “events” because they may not be straight up encounters with beasties or NPCs. There can be weather events, terrain events, wondrous events, and so on–all manner of things that can make the trail more interesting for PCs. Finding a small, stone statue that glows or spotting smoke rising through the trees or a mudslide having blocked the path can all add to the adventure of traveling. There are still “empty room” turns.

I’ve also been looking at pointcrawls, of late. There’s a good deal to be said in favor of interconnected sites of interest being the focus of travel. That approach removes the empty rooms, yet I still want there to be random events, though, so a straight up pointcrawl won’t really work for what I want…

…Unless I put some event rolls in between points. This is where I am now, with a hybrid approach to travel. PCs are choosing navigational landmarks as intended destinations. There are set piece events along the way or at each destination. Navigating towards terrain features such as a line of hills or along a river works as a de facto pathcrawl (as others have pointed out), so placing set piece events is likely to be easy to do

There are also sections where a number of checks are made for random events between those set pieces. Instead of playing out every turn in travel, the group can deal with only the places where something happens. As mentioned before, not everything that happens is an encounter, so there’s variety in what the PCs find. They may have to deal with a washed out bridge or a giant herd of herbivores that numbers in the tens of thousands of animals or see sunlight glinting off what turns out to be a polished marble obelisk well off the trail.

Testing will tell the tale of how well this fits with what I want. I suspect there are other folks who have experimented with such an arrangement, so there may be a term for this approach already. Punctuated point crawl? Active pathcrawl?

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