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Wilderlands & Dragons
Save My Game
by Stephen Radney-MacFarland

Much of the exploration in Dungeons & Dragons occurs, unsurprisingly, in the dungeon, and for good reason. The game’s not called “Wilderness & Dragons,” after all. Dungeons are creepy. At least as important is that dungeons are closed systems. Sure, there is a way out of the dungeon, but it’s usually also the way in. Because of this bottleneck, choices are easy to control in a dungeon. But eventually, your players are going to want to walk into more open systems. They are going to want their characters to explore the great outdoors, or, even more likely, you’ll want to them to.

Flip through the Dungeon Master’s Book or the Rules Compendium and you will find the basic building blocks for wilderness adventures. You’ll find bits of terrain, some skill challenges, some overland movement speeds, and some information on weather. By the time you are finished gathering all these building blocks, you may be at a loss for how to put it together into a fun and interesting tromp through the wilderness.

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About the Author

Stephen Radney-MacFarland is a game designer living large in the Seattle area. He was a developer for D&D 4th Edition, a content developer for 3rd Edition organized play, and he has taught game design for the past three years. Stephen currently works at Paizo Publishing as a designer for the Pathfinder Roleplaying Game, writes "Save My Game," and works on the occasional D&D product. He also runs more games than his wife would prefer.