Overland Travel is BORING. BotW Has the Answer.

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Good Evening Dungeon Masters, I’m Baron de Ropp. How do we make overland travel and exploration actually interesting? We have tools like random encounters and hex crawls specifically to facilitate that sense of exploration, yet, there is clearly a disconnect between the goal of fostering a sense of discovery, and the use of these tools to do so. Furthermore, what can we learn from games like Legend of Zelda’s Breath of the Wild or Tears of the Kingdom, in order to resolve this exploration disconnect? TOWERING OBSERVATIONS Just as a dungeon room with three identical doors doesn’t really offer your players any needed information so they can decide what direction they should go in next, dropping your players in the middle of a grasslands hex, and telling them there are more plains in the north, west, and east, does little to foster interesting overland travel. And this poor execution of terrain design might be a lesson learned from some of the most popular video games in our current zeitgeist. Even standout franchises suffer from this lack of directional information. The uninspired planet-side excursions of 2012’s Mass Effect were so monotonous and repetitive, they were altogether abandoned in future iterations of the Mass Effect series. Of course, Legend of Zelda’s Breath of the Wild and subsequent Tears of the Kingdom tackles the exploration orientation issue in a visually clear way. By presenting tall, iconic landmarks which help orient the player as they explore the world, the player never feels lost or overwhelmed with an expansive geographical white noise. They always have something interesting to orient themselves and to look at. Additionally, as Link approaches these large, distant, and anchoring landmarks, like Death Mountain, or the various Sheika Towers, Link also discovers many smaller interesting locations along the way: locations that are otherwise obscured or only briefly come into view due to the terrain’s layout. These discoveries include things like moblin dens or puzzle shrines. To extrapolate these Breath of the Wild location visibility concepts into a hex crawling system, we need to be cognizant of the size of our hexes, and how far the adventuring party can see into nearby areas. Using the most common size of six mile hexes, which represents roughly one third of a day’s travel on open ground, we can surmise that objects over 10 feet tall are visible in adjacent hexes. Landmarks over 100 feet high can be seen two hexes away, and objects larger than 200 feet can be easily seen three hexes away. Additionally, a mountain with elevation prominence of 2000 ft disappears behind the horizon after some whopping 10 hexes. With these benchmarks in mind, we can place various points of interest around the map, and treat them not just as reference points for what characters will discover within a particular hex, but also as directional guides for nearby locations that characters can explore. In a way, these points of interest almost become a series of undiscovered location markers, like on Skyrim’s navigation compass, for example. In our earlier case of the monotonous grassland hexes, that area now becomes far more engaging: A tall mountain range can be seen in the north, a watchtower on a hill stands tall to the east, and in the west, there is a small copse of trees, all dotting the otherwise open expanse of prairie. By thinking about what landmarks might be visible in adjacent or nearby hexes, dungeon masters provide players meaningful options of what to explore, reasons to get off the beaten path, and opportunities to weigh the risks and rewards of traveling into these adjacent hexes. If the players decide to check out the copse of trees, they might run into a bandit camp in the tree grove. Moreover, hiking toward the trees will cause the fort, back in the opposite direction, to no longer be in view, all while players can still see the massive mountain peaks to the north. To iterate on map placement, having a few impressively large landmarks, like those mountain peaks, and maybe some massive magic tower, roughly 20 hexes apart from one another allows the players to orient themselves to at least one of those highly visible landmarks as they explore. Additionally, smaller landmarks, like castles on hills, can be seen some three or four hexes away, so ensuring there is a healthy number of these smaller landmarks provides a point-to-point context between each of these massive, distant waypoints. Furthermore, the largest of landmarks are also useful for when players might wander through a deep, winding cave, or into an expansive forest. If, when entering the forest, a distant mountain can be seen behind it, and when emerging from the other side, the mountain is no longer in front of them, but off to the east, the players have good information to understand where they now located are in the world, and will help them realize just how large or small the forest they just traveled through really is. This all being said, designing your maps in this way only gives players context for meaningful decision making when picking a direction to travel, but still doesn’t offer much in the way of developing a sense of discovery as the players explore the immediate hex around them. WONDEROUS EXPLORATION Players need enough distant landmarks to make informed decisions on where they want to go next. But, with a gain in a sense of direction, they leave behind a sense of discovery. To resolve that, we can leverage the mechanical nature of the hexcrawl itself, supplemented with random tables. Much the same way we have random NPC or monster encounters, we can use a random location discovery table. In one of my previous videos that I’ll link to at the end of this one, I discuss setting up random tables that aren’t just lifeless combat encounters, and we can use a similar method, on the fly, to flesh out interesting geographical or structural discoveries in a similar way. Whenever characters enter a hex, or however often you find appropriate, roll a 1-in-6 chance for the characters to bump into a random encoutner. However, also roll a 1-in-6 chance to see if the characters bump into a noteworthy landmark. These landmarks should be small, constrained locations, like the entrance to a monster’s lair, an abandoned shack, or perhaps evidence of a poacher’s camp. To make a quality custom landmark discovery table of your own, create three columns we can each roll a d6 on. I like calling these three column tables a d666, or a dDevil table for that reason. One column can be a specific geographic or structural feature, the next column can be a theme or mood to influence how the location feels, and the final column can list some sort of small oddity or detail about the location that makes the place interesting enough for worthwhile exploration. As an example, for a desolate rolling hills area, we can flesh out our terrain column with a Boulder Field, a Cave, a Shrub Grove, some Hot Springs, a Thicket, or some long-ago Stacked Stones. We need a few relevant themes, as well, so in the next column, we can add Ashen, Withered, Sinking, and a few others. Lastly, for our Details column, we can further bulk out the table with a few narrative queues or equipment finds the characters might discover. Poisonous plants would be good for a ranger or druid to tinker around with, a map case might be a useful object to put a clue about the larger campaign in, a desiccated corpse might inspire questions about other monsters in the area that clearly killed this person, and so on. With a landmark table filled out for each explorable area, we have no shortage of thematically interesting locations for characters to bump into as they traverse the map. Thanks to this table, characters might run into a sunken hot spring with a number of poisonous flowers growing around a steam vent, or a cave covered in ash, soot, and splattered blood. These tight little environmental locations rolled up on the fly do a lot of work to foster that sense of discovery we feel in Skyrim, for example, when we round a mountain pass and see a dwarven ruin the first time, or when we encounter our first moblin camp in Breath of the Wild. If you’d like to help me make more content like this in the future, please consider supporting me on patreon or becoming a channel member. Thanks for watching dungeon masters, and until next time, good night!
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Channel: Dungeon Masterpiece
Views: 35,952
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Length: 8min 17sec (497 seconds)
Published: Fri Jun 23 2023
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