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4E The Nentir Vale: A Sandbox
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<blockquote data-quote="LostSoul" data-source="post: 5530457" data-attributes="member: 386"><p>1. Prepping Situations.</p><p></p><p>I take what I rolled up using the hex crawl tables and try to make something interesting out of it. Scragwall started off like this:</p><p></p><p style="margin-left: 20px">13.06 RESOURCE - PLAINS - LEVEL 1</p> <p style="margin-left: 20px">Settlement of 80 people based around a Ranch, Insane wizard</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Links to Other Areas: </p> <p style="margin-left: 20px">09.16, 06.02, 07.00, 07.19, 09.06, 12.07</p> <p style="margin-left: 20px">Contents: Monster; Trick; Treasure; Something Strange</p><p></p><p>This takes a while to prep - world building, I guess. I look at all the other areas, what's in them, if I've created anything there, and try to come up with something interesting.</p><p></p><p>The "contents" line helps give me some ideas. One of those links was to a gnoll lair, so I decided that this insane wizard made a deal with them for the ritual to summon cacklefiend hyenas (2 @ 300 XP = 600 XP, level 1 encounter).</p><p></p><p>It's structured creativity, I guess. Works well for me.</p><p></p><p>2. Player-driven</p><p></p><p>A quick run-down of how the game plays: </p><ul> <li data-xf-list-type="ul">We start with a social agreement that players will create characters driven to go adventuring. The DM reacts to choices the players make.</li> <li data-xf-list-type="ul">The reward system supports characters who take risks by tying rewards to challenge level, not PC level. </li> <li data-xf-list-type="ul">While adventuring, PCs deplete their resources (HP, Daily Powers) and gain their rewards (XP, GP, magic items). </li> <li data-xf-list-type="ul">When the PC's resources are depleted they have to come back to town and interact with the setting in order to refresh them (martial characters carouse with NPCs; divine characters perform Liturgies for NPCs or secret, creepy Rites; wizards act like they have a bad case of OCD while memorizing spells; and warlocks do horrible, horrible things).</li> <li data-xf-list-type="ul">These interactions show the consequences of their choices and continue to change the setting. NPC reactions change, PC influence in a town waxes or wanes, towns grow, and NPC Lairs gain or lose power.</li> <li data-xf-list-type="ul">With their resources replenished, they set out for adventure again in a setting changed based on their choices.</li> </ul><p></p><p>The system creates a feedback loop that is supposed to increase the depth of the PC's connection to the setting each time we cycle through it. Since it's a challenge-focused game there are no guarantees that the setting will change in the way you want it to.</p><p></p><p>This won't work so well if you don't care about the setting. If you do, the more you drive the game, the more you'll see your choices reflected in the changing setting.</p><p></p><p>3. Encounters</p><p></p><p>The PCs killed Eaner by hiding out and waiting for the hyenas to be released, then ambushing them. It wasn't a very challenging fight, though I've changed Extended Rests so that every lost Healing Surge and spent Daily Power has some larger meaning.</p><p></p><p>I never pre-plan encounters that the PCs have to meet. I play the NPCs as realistically as I can, and if that means there's conflict, we start rolling dice to resolve it. I think one of the effects of this is that the players can come up with interesting and creative ways to get what they want. They rarely need to fight someone; NPCs are very rarely hostile.</p><p></p><p>The reason for all this prep is so the players can come up with plans and as DM I can react to them impartially. I think this opens up more strategic play on the part of the players in a way that encounters tailored to the PCs doesn't. </p><p></p><p>For example, just a few miles down the White River from Scragwall there's an ancient dam. If there was a monster Lair past that, the PCs could sabotage the dam and flood them out.</p><p></p><p>I hope that explains what I'm trying to do.</p><p></p><p>4. Consequences</p><p></p><p>If the PCs hadn't taken care of Eaner of Scragwall, nothing much would have happened: the setting was pretty stable, waiting for the PCs to come along.</p><p></p><p>That's not the case for monster "Lairs". It's the most prep-intensive bit of work I have to do after creating the setting. The NPCs take some actions and can grow in level over time. If the PCs interact with these NPCs it can really hurt them (or sometimes help, if the PCs lose). </p><p></p><p>For example, one wandering monster encounter was with some hobgoblins from a nearby lair. The PCs ended up killing the leader of the lair, which meant that the lair started dropping in level over the next few months. It took some time for it to stabilize.</p><p></p><p>In contrast the PCs haven't done much to upset the plans of the Robber Baron Atapun; his Lair has been growing steadily over the months.</p><p></p><p>5. Session Prep & Feedback</p><p></p><p>I've got a lot of hexes prepped so I don't need to do much work before each session. When they started down the White River there were some hexes that I hadn't yet detailed, so I knew I had to fill those in. The session where they killed Eaner ended just after the fight, so I had time to fill in his tower and print out the map.</p><p></p><p>Usually I don't do much prep except think about what the NPCs are up to. That can take up a while if the NPCs are up to something big; I need to know how many resources they have and what they do with them. Usually I don't need to do much, though. The siege of Winterhaven took some time to work out, around 4 hours? Normally I spend between 5 and 30 minutes for each 4-hour game.</p><p></p><p>The one big exception: dungeon crawling. I didn't start out with any dungeons detailed. I've asked the players to tell me if they plan to head into a dungeon so I can draw it up. They've gone dungeon delving in places when I haven't had anything detailed, so I was forced to rely on rolls on random tables. Experience has taught me that this is okay but should only be used as a last resort.</p></blockquote><p></p>
[QUOTE="LostSoul, post: 5530457, member: 386"] 1. Prepping Situations. I take what I rolled up using the hex crawl tables and try to make something interesting out of it. Scragwall started off like this: [indent]13.06 RESOURCE - PLAINS - LEVEL 1 Settlement of 80 people based around a Ranch, Insane wizard Links to Other Areas: 09.16, 06.02, 07.00, 07.19, 09.06, 12.07 Contents: Monster; Trick; Treasure; Something Strange[/indent] This takes a while to prep - world building, I guess. I look at all the other areas, what's in them, if I've created anything there, and try to come up with something interesting. The "contents" line helps give me some ideas. One of those links was to a gnoll lair, so I decided that this insane wizard made a deal with them for the ritual to summon cacklefiend hyenas (2 @ 300 XP = 600 XP, level 1 encounter). It's structured creativity, I guess. Works well for me. 2. Player-driven A quick run-down of how the game plays: [list][*]We start with a social agreement that players will create characters driven to go adventuring. The DM reacts to choices the players make. [*]The reward system supports characters who take risks by tying rewards to challenge level, not PC level. [*]While adventuring, PCs deplete their resources (HP, Daily Powers) and gain their rewards (XP, GP, magic items). [*]When the PC's resources are depleted they have to come back to town and interact with the setting in order to refresh them (martial characters carouse with NPCs; divine characters perform Liturgies for NPCs or secret, creepy Rites; wizards act like they have a bad case of OCD while memorizing spells; and warlocks do horrible, horrible things). [*]These interactions show the consequences of their choices and continue to change the setting. NPC reactions change, PC influence in a town waxes or wanes, towns grow, and NPC Lairs gain or lose power. [*]With their resources replenished, they set out for adventure again in a setting changed based on their choices.[/list] The system creates a feedback loop that is supposed to increase the depth of the PC's connection to the setting each time we cycle through it. Since it's a challenge-focused game there are no guarantees that the setting will change in the way you want it to. This won't work so well if you don't care about the setting. If you do, the more you drive the game, the more you'll see your choices reflected in the changing setting. 3. Encounters The PCs killed Eaner by hiding out and waiting for the hyenas to be released, then ambushing them. It wasn't a very challenging fight, though I've changed Extended Rests so that every lost Healing Surge and spent Daily Power has some larger meaning. I never pre-plan encounters that the PCs have to meet. I play the NPCs as realistically as I can, and if that means there's conflict, we start rolling dice to resolve it. I think one of the effects of this is that the players can come up with interesting and creative ways to get what they want. They rarely need to fight someone; NPCs are very rarely hostile. The reason for all this prep is so the players can come up with plans and as DM I can react to them impartially. I think this opens up more strategic play on the part of the players in a way that encounters tailored to the PCs doesn't. For example, just a few miles down the White River from Scragwall there's an ancient dam. If there was a monster Lair past that, the PCs could sabotage the dam and flood them out. I hope that explains what I'm trying to do. 4. Consequences If the PCs hadn't taken care of Eaner of Scragwall, nothing much would have happened: the setting was pretty stable, waiting for the PCs to come along. That's not the case for monster "Lairs". It's the most prep-intensive bit of work I have to do after creating the setting. The NPCs take some actions and can grow in level over time. If the PCs interact with these NPCs it can really hurt them (or sometimes help, if the PCs lose). For example, one wandering monster encounter was with some hobgoblins from a nearby lair. The PCs ended up killing the leader of the lair, which meant that the lair started dropping in level over the next few months. It took some time for it to stabilize. In contrast the PCs haven't done much to upset the plans of the Robber Baron Atapun; his Lair has been growing steadily over the months. 5. Session Prep & Feedback I've got a lot of hexes prepped so I don't need to do much work before each session. When they started down the White River there were some hexes that I hadn't yet detailed, so I knew I had to fill those in. The session where they killed Eaner ended just after the fight, so I had time to fill in his tower and print out the map. Usually I don't do much prep except think about what the NPCs are up to. That can take up a while if the NPCs are up to something big; I need to know how many resources they have and what they do with them. Usually I don't need to do much, though. The siege of Winterhaven took some time to work out, around 4 hours? Normally I spend between 5 and 30 minutes for each 4-hour game. The one big exception: dungeon crawling. I didn't start out with any dungeons detailed. I've asked the players to tell me if they plan to head into a dungeon so I can draw it up. They've gone dungeon delving in places when I haven't had anything detailed, so I was forced to rely on rolls on random tables. Experience has taught me that this is okay but should only be used as a last resort. [/QUOTE]
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