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