Going to have more interesting elements than "fending off starvation" and "it's raining". Hunting is a wilderness standard, as is weather, but ideally we're Interactions and effects not already present in dungeon play.įor example, dungeons have the hunt for traps and secret doors, things that generally don't feature in wilderness or urban play.Is called for must not be a groan of dismay. Overall, the first reaction of players and DMs when the wilderness map Getting lost should be easy to adjudicate.ĭ&D, need to fit into whatever new is added. Mounts, weather, terrain, fatigue, and encumbrance with everyday travel. An elegant hex-based system for tracking overland travel. Here's what I concluded I wanted instead: In short, most of the existing D&D rules for such are vague (in a frustrating way, not in a freeing way), time-consuming, and not directly conducive to actual exploration. So as I covered in my previous post, which examined the history of wilderness exploration in D&D, I'm looking to create a simple, straightforward rules skeleton to facilitate a hexcrawl-style game, with the ultimate goal of having my players actually want to play in the wilderness (hence the "meaningful" part of the post title). Note: If you just want the rules and don't care about context, a rules PDF can be downloaded at the bottom of this post. Hot Springs Island: an interesting hexcrawl
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