The 5th Edition of D&D identified Three Pillars of Adventure:
- Exploration
- Social Interaction
- Combat
Of these, nobody seems to have been particularly confused by social interaction (those are the talky-talky bits) or combat (there’s a whole combat system hardwired to an action economy, tactical movement, and hit point depletion).
Exploration, though?
Rivers of digital ink have been metaphorically spilt over it. So let’s take a moment to summarize two key points from all that discussion:
Yes, exploration is the least mechanically supported pillar. Or perhaps it would be more accurate to say it is the least structurally supported pillar. Combat has that whole combat system we mentioned and an entire core rulebook dedicated to monsters you can fight. Social interaction is naturally supported by the fundamental structure of an RPG as a conversation of meaningful choices. Exploration simply lacks those clear, core structures.
Second: No, the “exploration” pillar is not just about wilderness exploration. Exploration is much more than that and – like the other pillars – should ideally permeate every facet of your D&D experience. Exploration is about discovering your environment, analyzing what you’ve learned about it, and then enjoying the pay-off of using that knowledge.
I was initially baffled by why so many people make the false assumption that “exploration = wilderness exploration,” because the pervasive nature of the pillar seems very clearly explained in the core rulebook (PHB, p. 8). But I think the problem goes back to the lack of structure: Exploration doesn’t have a clear-cut structure in the core rulebooks. D&D used to have a very clear-cut structure for wilderness exploration (the hexcrawl). If D&D still had that clear-cut structure, it would solve the problem! Therefore, wilderness exploration would solve the problem of the missing exploration pillar, which means that the exploration pillar is wilderness exploration.
But here’s the thing. Even when groups reach out, grab that structure, and plug it back into 5th Edition, they often find that there’s something missing. They’re running the hexcrawl, but it doesn’t feel as if they’re exploring the world.
So there’s something more fundamentally amiss here. What does it really mean to be an explorer? And how can we capture that experience at the game table?
EXPLORING EXPLORATION
Exploration takes place in an environment. That environment might be a vast wilderness, a dungeon, or a specific room within that dungeon — it’s a fractal concept that can (and should!) apply to the game world at all scales – but regardless of the environment being explored, there are, broadly speaking, a few different kinds of exploration.
- Curiosity: You’re just randomly looking around to see what you can find in an area.
- Searching: You’re trying to find something specific that you know or suspect is in a particular area.
- Trailblazing: You’re figuring out how to get between two known locations. (Think Northwest Passage, but this can also apply metaphorically to non-geographic exploration.)
There are probably other broad categories I’m overlooking here, but this is a good start.
One key thing to take away from this list, though, is that travel is NOT exploration. I wrote an article called Thinking About Wilderness Travel which looks at the issue of wilderness travel specifically, but what it boils down to is this: In travel, you know the route. In exploration, you’re trying to figure out the route.
Using the word “travel” sort of narrows our scope to moving from one location to another, but the same principle applies more broadly. For example, visiting and exploration aren’t the same thing, either. When the PCs visit a tavern, for example, you usually won’t run that the same way you’d run a dungeon. Even if they’ve never been to a particular inn before, when they go up to their rooms for the night, you don’t break out the battlemaps or have them start navigating hallway by hallway.
When you’re going along a known route to a known place – either literally or metaphorically – that’s travel; not exploration.
(Vague treasure maps totally count, though. “Okay, the map says head south from the mountain.” But which mountain? That’s not really a known route. You still need to find the route, and that’s either searching or trailblazing or both. The same basic principle applies to a mystery scenario, for example.)
DISCOVERING EXPLORATION
Okay, but how do you make it FEEL like exploration? Well, if we describe it in terms of a hexcrawl, there are three core requirements:
First, you have to give the players a structure in which they can make meaningful navigational choices.
Second, it has to be possible for the players to FAIL to find something they’re looking for.
Third, the players have to either have information or be able to get information about an area so that the choices they make aren’t just random.
The first of these is generally not a problem in true wilderness exploration (although navigational systems can sometimes be a little anemic), but what will kill it dead as a doornail is any kind of linear plot.
I’m not just talking about railroading. (That’s always bad.) In this case, it’s any linear plotting that kills exploration dead. If you imagine the beginning of an adventure as Point A and the end of the adventure as a known Point B with a linear sequence of planned events connecting those two points, then what you’re imagining, from a structural point of view, is a road. It’s a known route that the PCs are traveling along, and that’s why the linear plot is antithetical to exploration.
(If you’d like to explore how to prep adventures that aren’t based on linear plots, check out Don’t Prep Plots.)
What about our second requirement? How can that one go awry? Returning to a hexcrawl, for example, it’s not unusual to see systems in which players choose which hex to enter and then automatically find whatever is in the hex. That can be OK (they can still fail to go to the right hex, so there’s a little bit of exploration there), but it’s pretty weak. It’s kind of like a dungeon with no secret doors in which the boxed text for every room completely describes everything in the room, with further investigation or examination never revealing anything more. The players simply move through the dungeon and the DM reads each room description to them. And that’s it. It should hopefully be pretty obvious why that would make for a lackluster dungeon experience.
When it comes to failure in exploration, explorers can also:
- Fail to look in the right place.
- Get lost (and possibly only think they’re looking in the right place).
- Be prevented by danger from reaching their goal (being captured or killed or forced to flee).
- Be forced to withdraw due to limited logistics. (The logistics of a wilderness expedition, for example, creates a time limit: Can you find it / what can you find / how much can you find before you need to return home?)
Another way of looking at this is that if you want to feel as if you’ve truly accomplished something, then you must be challenged in accomplishing it. And if the challenge is to be meaningful, then failure has to be possible (even if it’s only a temporary failure or a cost you didn’t want to pay).
(We’re kind of dancing around a broader principle here: It’s not just combat where the players should feel challenged by the game. All three Pillars of Adventure are made meaningful by overcoming challenges! That includes both exploration and social interactions.)
It’s really our third requirement, though, where I think things can often go wrong even when it seems like we’re doing everything right.
It’s all right to wander aimlessly and just kind of randomly look for something interesting. That’s curiosity. It counts as exploration. But it’s a shallow experience; it’s not going to engage the players, so they won’t FEEL like they’re exploring.
Once the players start getting information, though, they can start making meaningful choices.
So where does that meaningful information come from? Well, once again limiting ourselves specifically to hexcrawls, we can consider specific techniques like:
- Information in one keyed location can indicate other keyed locations, giving the PCs the opportunity to seek those locations out. (This changes curiosity into searching. See Hexcrawl Addendum: Connecting Your Hexes.)
- Treasure maps can be discovered. (A specific variant of the same technique.)
- Rumors can be gleaned from tavern talks, befriended NPCs, interrogated enemies, and the like. (See Hexcrawl Tool: Rumors.)
- Tracks or similar “monster sign” can be followed, as described in Hexcrawl Tool: Tracks. (This changes curiosity into a form of trailblazing.)
And so forth.
The more general principles here, of course, aren’t just limited to wilderness exploration. In other forms of adventure, for example, clues can often be pursued (see the Three Clue Rule), similarly changing curiosity into trailblazing.
SUMMING UP
Exploration requires freedom. It also requires an environment or a structure of play in which players can make meaningful choices in order to navigate, inspect, and take action in their surroundings.
At the most basic level, players should be able to satisfy their curiosity. This becomes a kind of default action. In a dungeon it’s examining and interacting with a room. In a mystery, it’s investigating a crime scene. In the wilderness it’s venturing forth into the unknown.
But because exploration at random is a shallow experience, that default action of random exploration should ideally provide information which allows the players to set goals and then make meaningful choices to pursue those goals though exploration – either by seeking something specific (searching) or figuring out how to get from where they are to where they want to be (trailblazing).
These can be quite literal (searching a room or a dungeon or a forest; seeking a physical path from one point to another), but can also be thought of as principles for guiding exploration in other contexts: Figuring out how the Mad Alchemist hid the key to his cypher in the statuary; how to prove that Old Man Roberts murdered his wife; or how to bypass a particularly nefarious trap.
There are many ways you can leverage simple curiosity into deeper exploration experiences in your scenario design (placing treasure maps, clues, node-based scenario design, etc.), but you can also use matryoshka techniques (like matryoshka searches and matryoshka hexes) to easily do this at the table during actual play, too: Instead of framing the resolution of curiosity-driven actions to an answer, simply frame those actions to the method (or methods) the PCs might choose to find their answers.
Hopefully this article has whetted your curiosity when it comes to exploration-based play. Good luck in searching out your own answers for how to incorporate exploration into your adventures, and I wish you the greatest success in blazing a trail into exciting new styles of play!
(You see what I did there?)