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General Tabletop Discussion
*Dungeons & Dragons
Campaign structure: combining the sandbox and adventure path
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<blockquote data-quote="Sword of Spirit" data-source="post: 7152006" data-attributes="member: 6677017"><p>Yes.</p><p></p><p>In my theme adventures and one shots I balance things around the party's level (not the PCs in particular, because then their choices have no effect on their power relative to the challenges). But in anything I'd call a campaign, I do it more or less like you said.</p><p></p><p>1) Setting/World. Stuff happens here. It doesn't care about the PCs or their level. There be dragons where there be dragons, there be kobolds where there be kobolds, and there be "Temperate Forest Random Encounter Table" that isn't influenced by party level where there be otherwise undefined temperate forests. There are also NPCs and groups and nations and everything else doing their own thing with no pre-defined relevance to the PCs. This is the true sandbox, and is the foundation upon which everything is placed.</p><p>2) Plot Canvas. There isn't a story in the sense of a narrative when players are free to make spontaneous choices. There can, however, be a canvas of options to inform DM creative design around a plot-like scenario. For instance, Baron Munchausen and the 7 Dwarves are trying to take over the Technocracy of Smurfdum (now available in the Sword Coast!) The campaign starts with the party waking up in a cell*, having been captured by the bad guys. From there, they can do whatever they want, but there will be adventurous opportunities that are more or less level appropriate if they are interacting with this scenario. It is assumed that the party will be interacting with this scenario to some degree, while also pursuing unrelated interests in the Setting/World in general.</p><p></p><p>...I'm pretty sure this wasn't an uncommon play style back in the day.</p><p></p><p>*For some reason, I love starting campaigns with characters waking up in a cell.</p></blockquote><p></p>
[QUOTE="Sword of Spirit, post: 7152006, member: 6677017"] Yes. In my theme adventures and one shots I balance things around the party's level (not the PCs in particular, because then their choices have no effect on their power relative to the challenges). But in anything I'd call a campaign, I do it more or less like you said. 1) Setting/World. Stuff happens here. It doesn't care about the PCs or their level. There be dragons where there be dragons, there be kobolds where there be kobolds, and there be "Temperate Forest Random Encounter Table" that isn't influenced by party level where there be otherwise undefined temperate forests. There are also NPCs and groups and nations and everything else doing their own thing with no pre-defined relevance to the PCs. This is the true sandbox, and is the foundation upon which everything is placed. 2) Plot Canvas. There isn't a story in the sense of a narrative when players are free to make spontaneous choices. There can, however, be a canvas of options to inform DM creative design around a plot-like scenario. For instance, Baron Munchausen and the 7 Dwarves are trying to take over the Technocracy of Smurfdum (now available in the Sword Coast!) The campaign starts with the party waking up in a cell*, having been captured by the bad guys. From there, they can do whatever they want, but there will be adventurous opportunities that are more or less level appropriate if they are interacting with this scenario. It is assumed that the party will be interacting with this scenario to some degree, while also pursuing unrelated interests in the Setting/World in general. ...I'm pretty sure this wasn't an uncommon play style back in the day. *For some reason, I love starting campaigns with characters waking up in a cell. [/QUOTE]
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