Entering the Wilderness: Going Gridless

The release of the Forgotten Realms Campaign Set in 1987 marked a significant point in how wilderness maps were handled at TSR. Instead of providing a map overlaid with hexes, as had been the case in the World of Greyhawk sets, the poster maps of the new boxed sets were unadorned with any such marks. Instead, they just showed the land of the Realms. Included … Continue reading Entering the Wilderness: Going Gridless

Entering the Wilderness: Tracked Exploration

Although hex-based exploration was the dominant form of wilderness exploration in the early days of Dungeons & Dragons, a few adventures used a hybrid approach that drew on dungeon design. That is, they limited the ways that players could move between encounters. Occasionally they would be hard limits – the depiction of the Underdark in Descent into the Depths of the Earth was that way … Continue reading Entering the Wilderness: Tracked Exploration

Entering the Wilderness: Exploration and Castles

Dungeons & Dragons play is traditionally divided into three environments: Dungeon, Urban and Wilderness. Of those three, the Dungeon is by far the easiest to prepare and run. The Wilderness, on the other hand, is something I find particularly challenging to DM. The early D&D booklets suggested using the map of Outdoor Survival (an Avalon Hill boardgame) to represent the wilderness just around the dungeon, … Continue reading Entering the Wilderness: Exploration and Castles