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What's the best way to minimize player movement with exploration mode?

1702357851

Edited 1702357951
If I have multiple players not in combat and explorer mode is enabled allowing them to uncover fog on their own, what's the best way to manage them from not all wandering off too quickly uncovering too much too fast?  Seems like they can free roam and too easily bump into combat situations when they are all sprawled out.  Is there a best practice for limiting movement without having to micro manage their every movement when exploring?
1702360842
Gauss
Forum Champion
Hi DM ipyakuza,  To clarify, Fog of War is an entirely different system from Dynamic Lighting. Explorer Mode is a part of Dynamic Lighting which leaves explored areas visible. I think what you are calling "Explorer Mode" you mean to be calling Dynamic Lighting. Additionally, Explorer Mode does not interact with Fog of War since Fog of War and Dynamic Lighting are mutually exclusive.  Now, with all that said, assuming you did mean Dynamic Lighting, you can use Permanent Darkness to obscure the entire map, reveal chunks as they are exploring. This will limit their wild explorations to the immediate area they are exploring. 
Ah yes!  Correct I am using Dynamic Lighting.  I do like having each players token dialed in with their own unique lighting source (Darkvision|Torch|Light Spell|etc) and I like the ability for them to uncover territory on their own and have it remain "explored" so they know where all they have been.  I didn't realize I could effectively stack the permanent darkness on top of that to ensure they don't just rapid roam all over uncovering swaths of the map too quickly.  Having the permanent darkness and being able to reveal segments at a time lets me control their movement better without taking away their ability to move their own tokens.  Thanks again for the insights!  Loving this platform.
1702426992

Edited 1702427101
A really good method I use to limit exploration is to use the turn order tracker to organize the passing of time while giving each player cyclic turns. Outside of combat, each character is allowed to move two times their movement rate and complete one action such as inspection, searching, operate a lever, use an item, cast a spell, ask a pertinent question in-character. Everyone is allowed to make statements at any time in order to role play but pertinent questions are limited to one action. I find it much easier to award experience with this method as well. Also, this method gives each person a chance to roleplay during their cyclic turns, so no one player is the spotlight/RP hog.
1702440368

Edited 1702440492
I tend to enforce what I call "dungeon mode". While in Dungeon mode, players can only move their tokens one square at a time. This makes movement much slower and more deliberate as they move around the dungeon. I also make sure that during session zero, I tell the group that if I say the word PAUSE, I mean it. Hands off the mouse, do not move your character, period. Foundry has a built in Pause function, Roll20 does not sadly, so we have to rely on commands. I also use invisible walls (blocks movement but not vision) now that this feature is available to make sure players can't go past certain points prematurely. Obviously ensure the following features are enabled: Dynamic Lighting blocks movement, and Player Vision only updates on Drop. Both of those are absolutely essential. I also DO NOT use the player clickable doors that Roll20 just introduced. That is a nightmare for Dungeon Pacing, as often plenty of things happen when a player opens a door, and you really don't want that power in the Player's hands. I stick with the old method of drawing a different colored line for the door.
All good feedback.  Yeah I've run into the situation where one wanderer pops a door and already see whats coming before they are organized.  Sometimes I've penalized them when they are so far sprawled out I force them to stop moving, roll initiative, immediately enter combat mode and the ones who are so far away have to dash multiple turns to group up with the rest of the party taking a beating.  Helps passively make them realize the risks of wandering.