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Dragna's Devblog: Why D&D Travel Doesn’t Work

When I first started writing this devblog more than a month ago, I didn’t realize just how much IRL obligations would keep me away from my Patreon work. While I’ve been able to finish Act II: The Shadowed Town in Curse of Strahd: Reloaded, and begun work on my new Challenge Rated encounter-building webtool, I’ve been slacking on my promised Patreon devblogs, and for that I sincerely apologize.

To make up for it, you can expect two additional devblogs to follow this one shortly—one discussing my very recent revamp to skill challenges, and the other analyzing my efforts to factor non-damaging spells into CR2.0—plus a full-blown Vallaki postmortem once Act II goes live. Hope you enjoy!

On multiple occasions in the past several weeks, I’ve entertained discussions with multiple patrons in the Discord’s #campaign-advice channel about incorporating travel-oriented gameplay and narratives into campaigns, both Curse of Strahd and otherwise. So let’s talk about why so many people desperately want travel to work in 5e—and why it inevitably fails.

Travel is Part of the Aesthetic

From Lord of the Rings to Conan the Barbarian, the aesthetic of adventure fantasy is deeply tied to ideas of travel and exploration. This is replicated, too, in popular fantasy games like Legend of Zelda: Breath of the Wild, The Witcher III: Wild Hunt, and even the new D&D-inspired game Baldur’s Gate 3. Ever since Skyrim, “open-world exploration” has become a buzzword across the gaming hemisphere, with “immersive travel” and “exotic locales” not far behind.

It’s no surprise, then, that many DMs take an active interest in the concept of “travel” in D&D. The Player’s Handbook explicitly states that there are three “pillars of adventure” in the game: the Combat pillar, the Social-Interaction pillar, and the Exploration pillar. It defines “Exploration” as “the adventurers' movement through the world and their interaction with objects and situations that require their attention. Exploration is the give-and-take of the players describing what they want their characters to do, and the Dungeon Master telling the players what happens as a result.”

“On a large scale,” it states, “that might involve the characters spending a day crossing a rolling plain or an hour making their way through caverns underground.” Small wonder, then, that so many DMs take an interest in the concept of travel!

Yet many DMs confuse the concept of pillars of adventure with the concept of pillars of gameplay. They assume, therefore, that “exploration” means “exploration gameplay,” and treat overland travel appropriately. However, 5e’s travel gameplay is limited to barebones rules for foraging, marching speed, and getting lost, half of which involve little more than a single dice roll, and half of which don’t even include nearly that much. Small wonder that legions of DMs often take to Reddit to bemoan the lack of a strong exploration pillar.

But why? Why doesn’t it work? Why is “exploration” a pillar of adventure, but not of gameplay—and is it even possible to solve it?

The Lens of Design

In a previous devblog, I laid out the five elements that any game needs to have to be successful:

Let’s take a look at how one of the other “pillars of adventure,” combat, stacks up here:

Looks good! All five elements are fully fulfilled. Combat is a great example of good game design—it’s iterative and cumulative, with multiple meaningful options, fair rules, and a clear loss state.

Let’s try now, however, to do the same calculus for travel, incorporating the rules for travel pace, foraging, and getting lost found in the Player’s Handbook. (To be generous, we’re assuming that the players are traveling for multiple consecutive days through the untamed wilderness—otherwise, they’d be able to purchase rations in a local general store, or simply stick to the road.)

Even under the most generous conditions possible, travel in D&D 5e only meets three out of five of the elements of good game design. If any of our initial assumptions aren’t present (e.g., because the players are only traveling for one day, because they can purchase rations, or because there’s a road), things get even worse.

Now, it’s conceivably possible that you could design entire systems or subsystems to fulfill these elements. You could bootstrap together an in-depth system that immerses players in a simulation of foraging the woods for berries, hunting or trapping wild game, navigating by the land and the light of the stars, and selecting multiple different paces depending on the nature of the route chosen.

Alternatively, you could just let the players play the heroic, action-adventure game they signed up for, rather than forcing them to play a survival simulator.

Just a thought.

The Death of Immersive Exploration

So maybe I’m being a bit unfair here. After all, when people say “exploration,” they don’t necessarily always mean travel. Very often, they also mean “investigating the world in search of hidden secrets and delights.”

This is the foundation of the “exploration” gameplay pillar in games like Breath of the Wild and Pokemon—the player wanders around the world while keeping their eyes open, notices something odd, and delves more deeply to take a closer look.

This is a huge part of the draw of the idea of “random encounters” on and around the road—the DM prepares a wandering creature, a nearby landmark, or a clue by the side of the road, and the players can investigate it to find a hidden dungeon, secret treasure, or some other interesting feature. It makes the world feel bigger and more immersive, and rewards the players for their curiosity.

There’re just two problems:

  1. First, the players don’t see anything except what the DM describes.
  2. Second, the DM—not the players—controls the pace of travel.

Let’s picture an imaginary “exploration encounter” in a game like Pokemon: While walking through the woods, you notice a tree that seems to be shaped slightly differently from its neighbors. You draw upon the cutting power of your Pokemon and slice the tree down, clearing a way through the underbrush. You navigate around twisted ledges and emerge on the shores of a crystal-clear lake. Drawing upon your Pokemons’ power once more, you swim across the waves, disembarking onto a small isle that bears a large red X on the stone at its center. You dig beneath the stone and uncover an old wooden chest. You open the chest and find therein—some money and a healing potion! Your lust for exploration has been rewarded.

Now, let’s try and imagine the equivalent encounter in a game of D&D:

Let’s recap what we’ve got: Despite our best efforts to create a fun and delightful exploration sequence, we’ve instead violently yanked the players out of their immersion, removed any semblance of meaningful gameplay or agency, and manufactured a random reward with no reason for its existence and no ties to anything else the players have encountered before, or ever will again.

In addition to the preservation of player agency and gameplay, this kind of sequence works in video games because they are intentionally an abstraction—we’re willing to suspend our disbelief under the assumption that there really are random Ultra Balls just lying around the woods, and that random people left quivers of enchanted arrows tucked away in ceramic pots outside of ancient temples.

But D&D is a simulation—an experience that’s expected to have real integrity and cohesion in the way that it portrays the world of the game. Exploration encounters . . . just don’t have that.

So What Is Exploration, Anyway?

So you’ll notice one thing that I’ve conspicuously omitted from the section right before this one, which is a gameplay analysis of this kind of “exploration-is-when-you-explore-a-confined-space” definition.

That’s because this isn’t one kind of gameplay, but multiple. Specifically, it’s a combination of two different types of gameplay challenges; (1) obstacle courses, and (2) puzzles.

Here, an obstacle course is a challenge in which the players must bypass or overcome a series of physical obstacles obstructing their progress, such as walls, patrolling guards, locked doors, mazes, or cold trails. Obstacle courses do not involve the use of combat initiative, and players are ordinarily free to approach their obstacles without any notable time pressure.

Meanwhile, a puzzle is a challenge, such as a mystery, trap mechanism, riddle, or puzzle box, in which the players must achieve a series of small, distinct tasks. Each task in the puzzle provides a clue when completed, and when all clues are assembled, the answer to the puzzle can be easily deduced. To create a puzzle, begin by identifying its answer. Then, decompose the answer into its basic facts.

(For example, you might decompose the answer "Klarg the bugbear killed the knight Sildar Hallwinter in Cragmaw Cavern to stop him from alerting the players to Gundren's kidnapping" into the following facts: Klarg is a bugbear; Sildar Hallwinter is a knight; Klarg killed Sildar; Klarg and Sildar were in Cragmaw Cavern; Gundren was kidnapped; Sildar knew of Gundren's kidnapping; and Sildar wanted to send the players a message.)

Once you've decomposed the answer into its basic facts, turn each fact into one or more clues that reveal that fact when uncovered. To uncover a clue, the players must perform one or more small, obvious tasks, such as investigating a drawer, unlocking a locked door, digging up a grave, or (in the case of a riddle, mathematical problem, or logic puzzle) by making a single logical deduction.

(Why do we set up puzzles like this? After all, the most well-known D&D puzzles better resemble things like, “Figure out that the statue contains a hidden switch, and then find and press that hidden switch in order to open the door to the next room.” Or, they might resemble something like, “Descend to the bottom of the pit to find a box containing a bronze key, which unlocks and opens the door to the next room.”)

(The problem with these examples is the need for revelation—an arbitrary “meeting of the minds” in which the players uncover, by luck or divine grace, the exact answer that the DM has prepared for them to find. This is terrible game design because it’s fundamentally unfair, and because there’s no iterative and cumulative gameplay loop beyond “make blind guesses at what the DM wants you to do.”)

The key realization for both of these challenges, however, is that, because (as noted above) the DM controls the “camera” and pacing of the game world, a game of D&D can almost never offer a true joy of spontaneous and self-directed “discovery.” The delight of exploration cannot come from the decision to explore. Instead, that joy can come only from the reward that lies at the other end—and the experiences that the players had along the way.


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