Running Exploration
Fundamentally, exploration is about rewarding the PCs for learning about their surroundings. To facilitate this, it's important to have and to convey a clear mental picture of the group's surroundings.
Exploration mode is intentionally less regimented than encounters, so you'll be making a lot of judgment calls as you build the world and describe how it changes in response to the players' actions. Encourage the PCs to explore, and reward their curiosity. As you play, you'll get a feel for the aspects of exploration that intrigue certain players, and you can add more of those things to your adventures or emphasize these points in published adventures.
Stakes: Low to moderate. Exploration mode is used when there's some amount of risk, but no immediate danger. The PCs usually stay in exploration mode until they enter a fight or engage in some other direct interaction.
Time Scale: In exploration mode, time in the game world passes much faster than real-world time at the table, so it's rarely measured out to the second or the minute. You can speed up or slow down how quickly things are happening as needed.If it's important to know exactly how much time is passing, you can usually estimate time spent in exploration mode to 10-minute increments.
Actions and Reactions: Though exploration isn't broken into rounds, exploration activities assume the PCs are spending part of their time using actions, such as Seeking or Interacting. If they have specific actions they want to use, they should ask; you decide whether the actions apply and whether to switch to encounter mode for greater detail. PCs can use any relevant reactions during exploration mode.
Scenes within Exploration
When you transition between scenes, describe what was happening to reinforce where the group was, then describe what they now face to show the change. For example, “You've been making your way through the dark corridors of the abandoned starship, but after a moment of debate, you stop, your footsteps and voices still echoing down the corridor. The computer terminal before you is five feet wide and built into the wall. It has a touchscreen interface, but the screen is cracked, and the text it displays is garbled and difficult to discern. What do you do?”
When playing out a scene, your initial description should set the expectation of what level of detail the scene might go into, with you and the players adjusting as needed during play. Since players aren't bound in a strict initiative order in exploration mode, it can be useful to proactively call on PCs to avoid everybody talking at once. If possible, start with someone who instigated the scene change, or perhaps with the PC using the most relevant exploration activity, like a PC Hacking, Investigating, or Repairing the terminal, Deciphering the text, or Searching for secrets in the example above.
Daily Preparations
- Spellcasters who Focus Points and other abilities that reset during daily preparations refresh. This includes abilities that can be used only a certain number of times per day.
- Each character equips their gear.
- Characters invest up to 10 worn magic items to gain their benefits for the day.
Daily preparations are also a good time to ask how players think their characters are feeling. The twentieth morning of a long voyage through the Drift might see the characters wearily strapping on their boots and armor as listlessness sets in, but the sky being blacked out by hundreds of enemy starships could have a tense air of fear. Use this time to set the stage for the adventuring day to come!
Hazards
Simple hazards occur in exploration mode, but when a complex hazard triggers, move to exploration mode. When any hazard triggers, clearly depict what action by a PC set off the hazard, what happens as the hazard activates, and illustrate any aftereffects. Remember that a damaging hazard won't always have a huge effect. They tend to work best if their activation might alert creatures in the area, lock the PCs out of an area, or cause a similar narrative setback beyond just damage or another easily removed condition.
Searching for Traps
Investigations
If these details pique a player's interest, transition to a more detailed investigation. They might look at the vidgame console more closely or search the ajar specimen cell. Avoid calling for checks if it isn't necessary. In the last example, you'd likely tell them the specimen cell is empty without another Perception check, and if the missing specimen left a trail you want the PCs to follow, asking for a Perception check to find it might stall the investigation in an uninteresting way. Discerning information about the missing specimen from clues in the cell or a nearby computer console could require a skill check, as lacking this additional information won't stop the investigation.
Though one person starts the investigation, getting others involved can help them become more interested and bring different skills to bear to get other types of information. Reward collaboration and clever ideas.
Roleplaying Investigations
Travel
For survival-themed adventures, or for adventures that focus on exploring newly discovered planets or low-tech worlds, you can lean heavier into the details of overland trips. You might want to have the group Analyze their Environment, Navigate or Sense Direction daily, or Subsist if they run out of food or water.
Starship Travel Times
Drift lanes first appeared in the aftermath of the Drift Crisis, a year during which the Drift was dangerously unstable. Drift lanes are essentially hyperspace highways through the Drift with consistent end points. They connect two locations in a chain and can't be used to rapidly reach other regions of space not on the chain, nor can they be entered at other locations. Some Drift lanes have one or more nodes along their route, which are early exits, similar to a highway's off-ramp. Like the Drift lane itself, these stops are consistent and don't change. Exiting at a node along a Drift lane shortens the overall travel time by an amount determined by you, likely by half or a third depending upon how many nodes are along a Drift lane's route. A starship that purposefully flies out of, or is knocked out of, a Drift lane is deposited in a random location in the Drift and must begin to Plot a Course through the Drift, as normal.
Typical travel times using standard engines, Drift engines, and Drift lanes are noted on the Starship Travel Time table below. These travel times are further modified by the result of a PC's check to Plot Course.
Destination | Standard Engines | DriftEngines |
---|---|---|
Travel Point-to-Point on Planet | 1d4 Hours | N/A |
Go Into Orbit or Land | 1 Hours | N/A |
Reach Satellite from Orbit | 1 Hours | N/A |
Travel In-System | 1d6+2 Days | 1d6 Days |
Travel to Absalom Station | N/A | 1d6 Days |
Travel to Near Space | N/A | 3d6 Days |
Travel to the Vast | N/A | 5d6 Days |
Travel a Drift Lane | N/A | 7 Days |
Travel Between Galaxies | Unknown | Unknown |
Overland Travel Speed
The rates on the Travel Speed table assume that the characters are traveling over flat and clear terrain at a determined pace, but one that's not exhausting. Moving through difficult terrain halves the listed movement rate. Greater difficult terrain reduces the distance traveled to one-third the listed amount. If the travel requires a skill check to accomplish, such as mountain climbing or swimming, you might call for a check once per hour, referencing the resulting distance on the Travel Speed table to determine the group's progress.
Speed | Feet per Minute | Miles per Hour | Miles per Day |
---|---|---|---|
10 feet | 100 | 1 | 8 |
15 feet | 150 | 1-1/2 | 12 |
20 feet | 200 | 2 | 16 |
25 feet | 250 | 2-1/2 | 20 |
30 feet | 300 | 3 | 24 |
35 feet | 350 | 3-1/2 | 28 |
40 feet | 400 | 4 | 32 |
50 feet | 500 | 5 | 40 |
60 feet | 600 | 6 | 48 |
Navigating
Getting Lost
If the PCs get unlucky or are just awful at Piloting and Survival, they might end up stuck with no way to reorient themselves. In these cases, have someone come to them! They might meet some locals, get captured by predators, or even stumble upon a dangerous location. They've figured out where they are, even if it's not where they wanted to be!
Encounters During Travel
Adverse Weather and Terrain
Difficult Terrain
Hazardous Terrain
Environmental Hazards
Surprise Attacks
Starting Encounters
Fleshing Out Exploration
Evocative Environments
Keep in mind that the more you explain something, the more important it seems. This is valuable for you to drive interest, but can also be a mixed blessing, since describing something inconsequential to set the mood can lead players off on a tangent. Sometimes, the best solution is to make that unimportant thing as important as the players think it is!
Exploration Activities
Exploration activities that happen continually as the group explores are meant to be narrative first and foremost, with the player describing to you what they're doing, and then you determining which activity applies and describing any details or alterations for the situation. If a player says, “I'm Avoiding Notice,” add more detail by asking what precautions they're taking or by telling them which passages they think are least guarded. Likewise, if a player says they're looking for traps and keeping their shield raised and covering the group's tracks, ask them which of these they're prioritizing to narrow down the activity. Consider the advantages and disadvantages of an activity given current circumstances. For instance, someone Scouting might trigger a laser turret before their group can reach them, or someone Investigating ancient alien carvings might critically fail and lead the party in the wrong direction. This doesn't apply for exploration activities that are discrete and occur when the group is taking a pause or zooming in on a particular action, such as Treat Wounds. Characters can always drop out of a continual exploration activity to perform a discrete one (even if they are fatigued and can't sustain an exploration activity as they travel), and they can change activities at any time.
The main exploration activities described in Player Core and what PCs can accomplish with them are as follows.
- Analyze Environment: Check for hazards.
- Avoid Notice (Stealth): Sneak around undetected.
- Defend: Keep a shield raised.
- Detect Magic: Repeat the detect magic spell (advice under Detect Magic).
- Follow the Expert: Improve your bonus with another tactic by following an ally's example (advice under Follow the Expert).
- Hustle: Travel faster.
- Install Upgrade: Use a repair toolkit to upgrade items.
- Investigate: Recall Knowledge of your surroundings (advice under Investigate).
- Livestream: Broadcast or record footage.
- Recharge: Charge a battery.
- Repeat a Spell: Cast or sustain a spell over and over.
- Scout: Look ahead for danger.
- Search (Perception): Seek out hidden things as you travel (advice under Search).
Skills also have exploration activities linked to them.
- Access Infosphere (Computers): Search local networks for information (advice under Access Infosphere).
- Borrow an Arcane Spell (Arcana): Prepare a spell from someone else's spellbook.
- Coerce (Intimidation): Threaten a creature so it does what you want.
- Cover Tracks (Survival): Obscure the PC's passing.
- Decipher Writing (Varies): Understand archaic, esoteric, or obscure texts.
- Gather Information (Diplomacy): Canvass the area to learn about a specific individual or topic (DCs listed here).
- Hack (Computers): Access, control, or make changes to a secure computer system.
- Identify Magic (Varies): Learn about a magic item, location, or ongoing effect (DCs listed here).
- Impersonate (Deception): Create a disguise.
- Implant Augmentation (Medicine): Use a medkit to implant augmentations.
- Learn a Spell (Varies): Use the skill corresponding to the spell's tradition to gain access to a new spell (Learn a Spell DCs).
- Make an Impression (Diplomacy): Make a good impression on someone.
- Navigate (Piloting): Plan a short journey overland or in space.
- Plot Course (Piloting): Plan a long journey in space.
- Repair (Crafting): Using a repair toolkit, fix a damaged item.
- Sense Direction (Survival): Get a sense of where the PC is or determine the cardinal directions.
- Squeeze (Acrobatics): Squeeze through very tight spaces.
- Track (Survival): Find and follow creatures' tracks (Tracking DCs).
- Treat Wounds (Medicine): Treat a living creature's wounds.
Access Infosphere
A character can't retry a check to Access Infosphere, but they can perform a follow-up search based on newly discovered information. If a player is slowing down the game with their incessant searches, tell that player they've found all they're capable of discovering from the infosphere for now, and consider decreasing the amount of information you provide in the future.
Detect Magic
When characters find something magical using this activity, let them know and give them the option to stop and explore further or continue on. Stopping brings you into a more roleplay-heavy scene in which players can search through an area, assess different items, or otherwise try to figure out the source of the magic and what it does. Continuing on might cause the group to miss out on beneficial magic items or trigger a magic trap.
Follow the Expert
It's important that this doesn't become too rote. Let the players decide how one of them is helping the other. The description can give you more to work with and add flavor to the exploration beyond just the mechanics. Also, if one PC helps another in the same way over and over, that could be a sign of character growth. If the envoy has helped the soldier Avoid Notice over and over, the soldier is essentially receiving training in Stealth at that point and might want to consider taking or retraining a skill increase to make that true. Connections like these can breathe life into the characters and their relationships, and it can help promote camaraderie and interactions between characters.
Investigate
Search
If an area contains many objects or something that will take a while to search (such as a computer full of files), Searching would reveal the computer, but the PCs would have to examine it more thoroughly to check the files.
You roll a secret Perception check for a Searching character to detect any secrets they pass that are hidden in a place that stands out (such as near a door or a turn in a corridor), but not one in a more inconspicuous place (like a random point in a hallway) unless they're searching particularly slowly and meticulously.
The rules for Searching deliberately avoid giving intricate detail on how long a search takes. That's left in your hands because the circumstances of a search can vary widely. If the group isn't in any danger and has time for a very thorough search, that's a good time to allow them to automatically succeed, rather than bothering to roll, or you might have them roll to see how long it takes before they find what they're looking for, ultimately finding it eventually no matter the result. Conversely, if they stop for a thorough search in a dangerous location, their efforts might draw unwanted attention!
PCs might get to attempt another check if their initial search fails. It's best to tie this to taking a different tactic. Just saying “I search it again” isn't enough, but if a PC tries a different method or has other tools at their disposal, it could work. Be generous with what you allow, as long as the player puts thought into it! If you know a search isn't going to turn up anything useful, make that clear early so the group doesn't waste too much time on it. If they're determined to keep going—which they often are—you might have them find something useful but minor in the search.
Improvising New Activities
When improvising an exploration activity, consider some advantages and disadvantages of that activity to inspire you. What else might the PC be neglecting while doing this activity? How does it interplay with activities that the rest of the party uses? If the new activity seems like it's a better option than other activities all or nearly all the time, chances are you might want to adjust it so it's more balanced.
Setting a Party Order
When you come out of exploration mode, the group usually remains in the same general formation. Decide the PCs' exact positions, with their input, if you're moving to a grid. If they come out of exploration mode on their own terms, they can move around as they see fit. For example, if they detect a trap and the operative starts attempting to disarm it, the other characters can move to whatever locations they think are safe.
Resting
- The character regains Hit Points equal to their Constitution modifier (minimum 1) multiplied by their level. If they rest without any shelter or comfort, you might reduce this healing by half (to a minimum of 1 HP).
- The character loses the fatigued condition.
- The character reduces the severity of the doomed and drained conditions by 1.
- Most spellcasters need to rest before they regain their spells for the day.
A group in exploration mode can attempt to rest, but they aren't entirely safe from danger, and their rest might be interrupted. The 8 hours of rest don't need to be consecutive, however, and after an interruption, characters can go back to sleep.
Sleeping in armor results in poor rest and causes a character to wake up fatigued. If a character would've recovered from fatigue, sleeping in armor prevents it.
If a character goes more than 16 hours without going to sleep, they become fatigued.
Taking long-term rest for faster recovery is part of downtime and can't be done during exploration.
Watches and Surprise Attacks
If a surprise encounter would occur during rest, you can roll a die to randomly determine which character is on watch at the time. All characters roll initiative; sleeping characters typically roll Perception with a –4 status penalty for being unconscious. They don't automatically wake up when rolling initiative, but they might roll a Perception check to wake up at the start of their turn due to noise. If a savvy enemy waits for a particularly vulnerable character to take watch before attacking, the attack can happen on that character's watch automatically. However, you might have the ambusher attempt a Stealth check against all characters' Perception DCs to see if anyone noticed its approach.
Groups Size | Total Time | Duration of Each Watch |
---|---|---|
2 | 16 hours | 8 hours |
3 | 12 hours | 4 hours |
4 | 10 hours, 40 minutes | 2 hours, 40 minutes |
5 | 10 hours | 2 hours |
6 | 9 hours, 36 minutes | 1 hour, 36 minutes |