Inspired by my recent playthrough of Star Wars: Fallen Order, I have been pondering how the term exploration gets used in videogames and tabletop roleplaying games. Exploration is one of the Three Pillars of Dungeons & Dragons along with Combat and Roleplaying/Social Interactions, and I find it is the most challenging to define. Exploration implies that there is uncharted territory that the players can either uncover or even create new information to fill in the blanks. The DM and the players sit down at a table and must create…. something.
Exploration (in theory) gives the players an infinite canvas – you can go anywhere and do anything. Exploration (in reality) fills the canvas through one – and usually a combination – of these three things:
- A published setting
- The DM’s homebrew plans
- Collaborative worldbuilding between DM and players
I imagine most games are run on the settings that are published by Wizards of the Coast with DM homebrew plans coming in second place with collaborative worldbuilding sprinkled in.
This has been on my mind after reading a review of Fallen Order that said the game is less of an action game and more of an exploration game. I recoiled at this description. It’s not exploration, it’s pathfinding!
What’s the difference?
Continue reading “Exploration, Pathfinding, and How to Know the Difference”