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I want to make a hexcrawl campaign where my players explore a huge wilderness. Plus I will use a big pool group, where each month just 5 players will be able to participate. (first come, first serve)
How do I prevent that they don't teleport/fly over the map when they reach a bit higher level ? So that the exploring feature is nearly obsolete.
Yes, of course I just can rule that all these spells are banned or don't work. But perhaps there is a more elegant way ? Or should I restrict or ban some classes/archetype ?

avr |

Using E6 rules would probably do it. E8 probably wouldn't, given that flying mounts are relatively easy by 7th level. Trying to ban by class/archetype seems bound to fail, there's a lot out there which can fly and it's not all obvious full casters.
I think the surest way is just to ask your players not to try for teleport/long duration flight.

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Basically flying over terrain isn't exploring it.
By the time they get access to those flight/teleportation spells and can use them consistently enough to affect a whole party, they're probably just going to use those abilities to skip flyover country and get to the as-yet-unexplored locations.
With any luck those locations are high-level, and full of tricky dungeons, fantastic rewards and challenging beasties that take those high level abilities into account.
However, as previously noted E6-E8 are fantastic options for a setting that doesn't anticipate those high level abilities. I highly recommend them for a harried GM who doesn't want to spend time on the extra prep-work high level play represents.

Mark Hoover 330 |
Also incentives work well. Fly over a hex, get the basic lay of the land; teleport down to one section of the hex, you'll know the thing you teleported to; take half a day to explore the hex with feet and eyes... NOW you start getting things like experience points, valuable loot, plot-furthering information, etc.

THUNDER_Jeffro |

One other thing to consider is that the specific point of having the teleport and overland travel type spells is not to remove the exploring factor, but they serve as measurable power upgrades that allow players to bypass the however long slog through encounters to get to the dungeon at the edge of explored territory.
That all depends on if its assumed each group starts at the same location or "resets".
However, E6 or E8 is a great way to deal with the problem. I'm planning something similar and it's what I would use.

Claxon |

For what it's worth in Zeitgeist games adventure I'm playing in, it's simply one of the changes of the setting.
Flight spells last at most 1 minute per level, so you can have it for combat but you're not traveling far distances via flight.
Teleportation magic is restricted by gold circles (you can't teleport through any gold circles, gold rings/handcuffs prevent teleportation, etc.
The latter doesn't completely prevent teleportation, but you can say that nothing interesting is happening in places they know about.