- cross-posted to:
- daily_rpg_blog@ttrpg.network
Of the three pillars of D&D, exploration can be the most difficult to design for. Here’s how you can take the iconic concept of a dungeon and apply it to exploration encounters in your D&D game.
Of the three pillars of D&D, exploration can be the most difficult to design for. Here’s how you can take the iconic concept of a dungeon and apply it to exploration encounters in your D&D game.
I dipped my toe into DMing once and found myself getting bogged down in details and confusing myself with how to describe pathways and travel.
This node method seems like a good way to abstract out the world to make PCs, NPCs, and areas easier to keep track of. The streets don’t really matter unless you want a certain street to matter for narrative or exploration reasons.
If I ever get around to finding another group, I’ll take this into account when designing.