Polyhedral Nonsense<p><strong>RPGaDAY2025 – Day 8 – Explore</strong></p><p>What’s <a href="https://polyhedralnonsense.com/tag/rpgaday2025/" rel="nofollow noopener" target="_blank">#RPGaDAY2025</a> ? <strong><a href="https://www.autocratik.com/2025/07/announcing-rpgaday2025-in-august.html" rel="nofollow noopener" target="_blank">See the details here.</a></strong></p><p><strong>Day 8 – Explore</strong></p><p>For an occasional Black Hack game, I use a little homebrew setting called the <em><a href="https://polyhedralnonsense.com/?s=undergloom" rel="nofollow noopener" target="_blank">Undergloom</a></em>. It’s essentially the Underdark – a vast underground network of caverns and tunnels extending deep beneath the surface of the earth. It’s full of fantastic underground empires and creatures.</p><p>My Undergloom setting is a little more trade-related that the Underdark stuff. In the one-shots I’ve run, the players are members of the <em><a href="https://polyhedralnonsense.com/2020/02/11/the-lithospheric-league-trading-with-the-osr-underdark/" rel="nofollow noopener" target="_blank">Lithospheric League</a></em>, a loose trading collective.</p><p>Normally in the games I’ve run, the players are protecting (or avenging) trade caravans under some kind of threat, but I’ve been thinking about an exploration-based campaign.</p><p><strong>Lewis and Clark in the Underworld</strong></p> <p>I’ve always wanted to run a trailblazing Undergloom campaign.</p><p>The idea is that players are members of the Lithospheric League, trying to find new routes through the underworld for trade purposes. If they succeed, they get a hefty bonus, and possibly a tiny cut of the trade profits.</p><p>They’re not trying to kill a wizard, slay a dragon, or topple a dark lord. They’re not trying to steal a treasure hoard, they’re trying to <em>earn</em> one.</p><p>The incentives for this game would be somewhat different that an standard dungeon crawl. If they come across a colony of troglodytes, it doesn’t have to be a fight – they could avoid them, negotiate, or even cut them in on the action.</p><p>They wouldn’t necessarily be looking for place with the most monsters or treasure, they’d be more interested in finding a path a caravan could follow. In fact, piles of treasure would really just be a burden slowing them down.</p><p>I’d probably have to adjust how experience is rewarded. Instead of rewarding finding gold or slaying monsters, I’d probably give them points for the following:</p><ul><li>Every mile of new navigable tunnel explored</li><li>Establishing trade relations with a new community</li><li>Making a reliable map of a new route</li><li>Shortening existing trade routes</li><li>Getting rid of any navigation hazards – dangerous underground beasts, crumbling tunnels, etc.</li><li>Finding a new resource to trade</li></ul><p>No actual rules for any of this yet, but I’ll eventually get around to it.</p><p><a rel="nofollow noopener" class="hashtag u-tag u-category" href="https://polyhedralnonsense.com/tag/black-hack/" target="_blank">#BlackHack</a> <a rel="nofollow noopener" class="hashtag u-tag u-category" href="https://polyhedralnonsense.com/tag/fantasy/" target="_blank">#Fantasy</a> <a rel="nofollow noopener" class="hashtag u-tag u-category" href="https://polyhedralnonsense.com/tag/osr/" target="_blank">#OSR</a> <a rel="nofollow noopener" class="hashtag u-tag u-category" href="https://polyhedralnonsense.com/tag/rpg/" target="_blank">#RPG</a> <a rel="nofollow noopener" class="hashtag u-tag u-category" href="https://polyhedralnonsense.com/tag/rpgaday2025/" target="_blank">#RPGaDAY2025</a> <a rel="nofollow noopener" class="hashtag u-tag u-category" href="https://polyhedralnonsense.com/tag/ttrpg/" target="_blank">#ttrpg</a> <a rel="nofollow noopener" class="hashtag u-tag u-category" href="https://polyhedralnonsense.com/tag/undergloom/" target="_blank">#Undergloom</a></p>