NokiMo
The Ugly Goblin
The Ugly Goblin

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What Exploration Mechanics Do You Want?

So- unfortunately my RP Skill Tree will not be ready in time for my next video...

...but I WILL be making a little video showcasing just a small bit of it, which ties really well into

EXPLORATION!

In this video I will be sharing a bunch of my tips and mechanics for exploration- BUT

I also want to know, what kind of mechanics and tips do YOU want to see?
I will take any suggestions you have and try to accomidate for as many of them as possible in this next video!

So let's see what you wanna see!

Comment below 

Yours truly uwu...

THE Ugly Goblin

What Exploration Mechanics Do You Want?

Comments

It's a tricky one for sure!

Gabriel Galway

I'm not really sure how to solve it tbh

AJ Steynberg

So for world exploration there's a lot the dm can do with stuff like random social encounters, road side stalls, ambushes, animal migration and so on. The biggest issue I have always had with exploration as a dm is making dungeon crawls more fun and active than just, check for traps, open door, investigate

AJ Steynberg

Mmmm! Let me have a think >:o I know resouce tracking isn't for everyone so can defo add it in as like an option rule. Probably something like- each time you roll on the table you need to expend x amount of resouces

Gabriel Galway

Oh a montage table sounds really fun!

IkeTheArchitect

Mmmm for me I love to focus on the overall narrative that is told and also love to encourage players to take control of that narrative. Maps are always fun and excite me as a player and invoke a lot of curiosity :3 But the idea of that crunchy old school way of going about things is always very cool

Gabriel Galway

How do you like to handle obstacles? For me it’s like an old school video game where certain areas are “locked” behind certain skills/equipment, unless the players come up with a clever solution. Also, maps. Pamphlets? Fog of war? Do you do any at all?

Qnooch

I like this question. I typically like to handle it with a provisions system, so traveling requires rations/supplies determined by distance and terrain. Certain terrain requires certain equipment. This is also how I like to run long rests, so you need provisions in order to rest. Combine the two, and now stopping to hunt, cook, explore and reflect becomes a bit of a necessity. I would like to see the Goblin’s take on how to make that aspect more fun.

Qnooch

Oooo the idea of spotting fun landmarks is Such a fun idea! I will definately start a lil table for that! Mobtages are also so much fun n_n I have a montage table I get my players to roll on while we travel which is super fun 🥰 so defo sharing that. It essentially has a random table of what happens, with a 1 being like a random encounter, 2 being a landmark etc and then 6 allows the player who rolled on the table to take control of the narrative and tell everyone else what happens in this current segment of travel n_n

Gabriel Galway

I feel like travel always takes far too long, is completely skipped, or ONLY focuses on random encounters and leaves out some of the potentially interesting topics like cooking with friends under the stars or spotting random landmarks or all of the thing that made travel in FF15 so fun (in my opinion). Travel is such a large part of exploration, but I find that most times players around me just want to teleport from one location to the next. TL;DR how do we make it fun for the players to be in between locations?

IkeTheArchitect


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