[RPG] Tips to run engaging exploration in 4e

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Fighting is a fun thing in D&D 4e, and every session we enjoy battles. The next sessions I will no doubt have some. But at this point in the adventure I'm running for my PCs, I think it would be a good time to also give them something different: exploration. Places for them to discover, were it to be by getting lost or following a map's directions. Interesting places, with mysteries that can tie into the plot of my campaign, or give options for new things they would like to do. To let them choose or stumble into encounters where they will discover, and love discovering, as much as they will fight.

The problem is that I'm not sure of how to do that. My core rulebooks are quite vague when talking exploration, and my (limited, I admit) searches on the internet have found little to nothing. I know excitement is generally related to conflict, but I am not sure of how I could integrate a good conflict into what I want to be a free-form exploration. Also, how do I handle free-form exploration itself? How much do I map? Should I use the dice for truly unexpected discoveries? How do I give my PCs the chance to explore a rich setting without flooding them with lore that doesn't contribute to the story? How do I interest my layers in said exploration?

Those are just a few of the questions that I'm facing right now, and they really capture the essence of my problem: I have no experience with pure exploration in D&D 4e. Of course, I could just go with whatever I feel is best, and use LOTR as a spiritual guide, but I don't want to go in blind, hence my question: what are tips and strategies to engage my players into (mostly) free exploration of the setting I provide them?

Please note: I understand that 4e is a focused combat system. I am not looking to create an exploration only campaign, but rather to integrate exploration in the game in addition, and to enrich, the combat element.

Best Answer

While it is true that 4e does center around combat, not all conflicts are about combat.

If you find some good resources on RPG plots, like S. John Ross' List of RPG plots, it can give you some ideas about running exploration adventures. Especially what he calls the Safari, Any Old Port in a Storm, and Uncharted Waters plots are good starting points to work from, as you want a focus on exploration. As for the implementation of this plots, remember your skill and social encounters!

The social encounter and the skill encounter will be your best friends. Social encounters are good for talking to "natives," maybe even talking to other random explorers. Skill encounters would be good for general scouting, climbing a mountain, opening a lost tomb, tracking a gryphon to its nest, and so forth.

Of course, you can always find a fight in the wilderness. Maybe the adventurers ignored the obvious signs of an owlbear's territory? Perhaps a random band of orcs or gnolls are inhabiting that ruin they discovered a few days ago?

As for generating the wilderness, I'm afraid using LOTR as a spiritual guide may be best. It also depends on what your setting is. If the adventurers are in a well-documented world, like those WOTC produces, then you could use those as a guide. If it's a home-made setting, then it's up to you how to populate that world. (Again, looking at a the WOTC campaign settings can be helpful in making your own.)

NOTICE: Subjective Input follows! I would recommend rough maps of places for adventurers to go to. This will give you an idea of what can happen in the coming session, and will likely produce a more cohesive wilderness rather than a nonsensical generated one. With such a planned wilderness, you can even have past exploration sites affect others. This means the ruins over there give a clue about the door to the ruins over here, or something along those lines.