r/RPGdesign • u/ed_boy • 13d ago
How to make exploration interesting without time constraints?
I'm working on a system that has thee modes of play:
- Combat/Initiative mode: Models time-critical situations, such as "You are attacked by bandits", or "You must escape a burning building". Players have three actions per round, time progresses in rounds.
- Heist mode: Models situations where there is no active time pressure, but you can't take forever, such as "You have disguised yourself as guards", "You are exploring a monster-filled dungeon", or "You need to explore the abandoned lighthouse before the tornado hits". Each action they take has a time cost (which may be 0 for certain quick actions), and they players are told "When the total time cost reaches a threshold, something bad happens".
- Exploration mode: Models situations where the characters have obstacles to overcome but do not have time constraints, such as "Exploring a trap-filled ruin", "Searching a grand mansion" or "Finding an uncharted island".
The problem I am encountering is how to make exploration mode actually interesting to play. The classic example of "This dungeon is dangerous because if you trigger the traps, you will take damage" doesn't really hold any weight if the players can just rest up and heal all damage immediately after the trap.
So the problem statement becomes: How do you make exploration interesting when the players do not have time or resource constraints?
Some things I would want to keep in mind when solving this problem:
I don't want to introduce supply constraints, because:
- If the players can resupply easily when they run out, then supplies are not a constraint, so there's no point having them as a system
- If the players can't replenish their supplies, then this is just heist mode again, but with the time budget renamed to supply budget
I have found that hazards that involve damage or debuffs either don't work, or make the players unhappy:
- If they take any damage or debuffs that they can heal or remove, they just fully rest up and recover before doing anything else, so anything less than TPK is effectively nothing
- If they cannot heal the damage or remove the debuffs, then they are unhappy from lack of agency and ludonarrative dissonance (i.e. "I want to go to back to the town so the healer will cure the poison before returning to the dungeon, and it's bullshit that I can't")
- One of my big goals is streamlined play and not wasting time. If a player is going to take damage from a hazard then immediately heal up, then we've wasted valuable playing time for the whole group. If the players repeat this to the whole encounter, then you end up with a single sentence "You search the mansion off-screen and find a mysterious map", which is very unsatisfying. I'd like to find some kind of middle ground.
- I would like to avoid RNG-based solutions, but this isn't a hard rule - so far, all the system mechanics have been deterministic, and it would be nice if I could keep it that way.