[Running Exploration](/Rules.aspx?ID=858)\r\n\r\n**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 17\r\n\r\n\r\n\r\nExploration covers a wide variety of situations, letting the group’s creativity and storytelling shine. You can also use it to control the pace of the game, guided by the number of interesting locations and phenomena in the area being explored and the level of detail you want to go into.\n\n The _Core Rulebook_ [discusses running exploration mode starting on page 496 of that book](/Rules.aspx?ID=521), and this section supplements that information. If you want to run a session or adventure specifically focused on exploring and mapping uncharted wilds, consider using the [hexploration subsystem](/Rules.aspx?ID=1265). If you’re looking for guidelines on managing initiative, [see page 11 in the Running Encounters section](/Rules.aspx?ID=835). As you run exploration, keep the following basic goals in mind. You’ll find more advice on many of these points in the sections ahead. \n
Evoke the setting with sensory details.
Shift the passage of time to emphasize tension and uncertainty, and speed past uneventful intervals.
Get players to add details by asking for their reactions.
Present small-scale mysteries to intrigue players and spur investigation.
When rolls are needed, look for ways to move the action forward or add interesting wrinkles on a failure.
Plan effective transitions to encounters.
\r\n\r\n\r\n\r\n\r\n\r\n\r\n\n\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n",
"name": "Running Exploration",
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"search_markdown": "\r\n**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 17\r\n\r\nChapter 1: Gamemastery Basics\r\n",
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"text": " Running Exploration Source Gamemastery Guide pg. 17 Exploration covers a wide variety of situations, letting the group’s creativity and storytelling shine. You can also use it to control the pace of the game, guided by the number of interesting locations and phenomena in the area being explored and the level of detail you want to go into. The Core Rulebook discusses running exploration mode starting on page 496 of that book, and this section supplements that information. If you want to run a session or adventure specifically focused on exploring and mapping uncharted wilds, consider using the hexploration subsystem. If you’re looking for guidelines on managing initiative, see page 11 in the Running Encounters section. As you run exploration, keep the following basic goals in mind. You’ll find more advice on many of these points in the sections ahead. Evoke the setting with sensory details. Shift the passage of time to emphasize tension and uncertainty, and speed past uneventful intervals. Get players to add details by asking for their reactions. Present small-scale mysteries to intrigue players and spur investigation. When rolls are needed, look for ways to move the action forward or add interesting wrinkles on a failure. Plan effective transitions to encounters. ",
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