- 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.
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rgb3x3 ( @rgb3x3@beehaw.org ) English1•6 months agoI 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.