Never dispute that the commenters on this blog are deep thinkers who possess profound insights into the True Nature of Things.
In my last post, I suggested that we need to do better in developing the principles guiding wilderness exploration and travel in the same way that we have for dungeoneering. From the comments emerged two suggestions, which I have not made up my mind are in absolute opposition or else McGilchristian productive, harmonied opposition; I will call them 'tight' and 'loose' approaches.
Tight
Here, first, then is a comment by John:
I'll make the general assertion, that a 'true' wilderness hex crawl should be designed with as much love, care and attention as any tentpole dungeon in any underworld exploration game, and for the same reasons - it's the framework and fabric to which everything else is just an adjunct. It's not simply (rather, it doesn't have to be) an interstitial space between dungeons or a rote navigational exercise. Almost all published wilderness adventures have this thinness to them; those that don't tend to blur the line between wilderness adventure and above-ground "dungeon" in a way I find unsatisfying. The proof of the pudding is that it should produce enjoyable long-term play without any dungeons in it whatsoever, and without constant reinvention or new material added by the DM. I don't believe that's achievable with good intentions and excellent writing skills, it requires methodical design.
The idea here as I see it is that published wilderness adventures should carefully catalogue and describe contents of a region in exactly the same way as one would with a published megadungeon - perhaps not down to the last blade of grass (I suddenly have an image in my mind of the life-sized 1:1 map in Borges's On Exactitude in Science) but certainly in much more depth and with much more in the way of loving care than is done currently. I am taken with this idea and I especially like the implicit challenge behind the assertion that the map should 'produce enjoyable long-term play without any dungeons in it whatsoever' - this is a lofty goal (because I have always thought of even wilderness maps as needing caves, holdfasts, towers, etc. to break things up a bit), and one which gives me creative urges.
Loose
Second is a comment by Brian:
Traditional systems have you roll each day for weather, probably 3 encounter checks, and navigation. That forces the DM into narrating "you travel through the woods for a day", "you travel through the woods for another day". If you have an alternate system where you make one or more rolls that tell you how much time passes between encounters, (could be anything between an hour and a week), how much time passes until the weather changes, etc. now you can actually narrate the travel like Tolkien, who can spend a single sentence on a boring week's worth, or pages on a single day.
This is one of those 'Your ideas are intriguing to me and I wish to subscribe to your newsletter' moments. It is much more impressionistic, and would I think imply different rolls for different terrain types, so that in very hilly, broken up, densely forested country your 2d6 roll (or whatever) would give a gap between encounters read in hours, whereas in an open, sparsely populated desert it might be read in days. It would also need to be done - as Brian himself suggests - across different axes: weather change, actual creature encounters, 'ambient' events (like earthquakes or whatever), landscape featuers (chasms, rivers, lakes, bogs, etc.)....
It reminds me in some vague way of what I was trying to achieve with the Zonal Combat System, not in the sense of arriving at the same result, but at the level of principle in abstracting distance for game-related purposes from actual distance in the fictional reality.
What is for sure is that talking about such matters in this broad and air-fairy way can be interesting and inspiring but what is really needed are proper test cases in which we can see the way things work in action and critique and comment upon them.