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General Tabletop Discussion
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Campaign structure: combining the sandbox and adventure path
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<blockquote data-quote="S'mon" data-source="post: 7152250" data-attributes="member: 463"><p>My Varisia/Golarion game uses converted published adventures, mostly from Adventure Paths, with minimal concession to PC level.</p><p></p><p>My sandbox Wilderlands game doesn't have 'a plot' but it does have BBEGs with their own plots. In practice a lot of this takes the Skyrim approach of providing survivable challenges to the PCs, so that low level PCs would have to go out of their way to encounter non-survivable stuff, usually heavily telegraphed, like the island with the ancient black dragon.</p><p>I think at higher level the PCs get a mix of status quo stuff (usually easily defeated) and occasional powerful monsters & NPCs tailored to provide a challenge. Players love seeing their high level PCs kerbstomp enemies they </p><p>would once have run from, and it certainly aids versimilitude when the lizardmen of Thracia are still 22 hp CR 0.5 </p><p>enemies 18 levels later.</p><p></p><p>I would just point out though that a game can be 100% sandbox and yet 100% tailored. "Sandbox" and "Status Quo" are orthogonal concepts. At the extreme end it can feel like you're playing a level-less game. I treated </p><p>Oblivion that way - levels didn't make me more powerful, so I ignored them.</p></blockquote><p></p>
[QUOTE="S'mon, post: 7152250, member: 463"] My Varisia/Golarion game uses converted published adventures, mostly from Adventure Paths, with minimal concession to PC level. My sandbox Wilderlands game doesn't have 'a plot' but it does have BBEGs with their own plots. In practice a lot of this takes the Skyrim approach of providing survivable challenges to the PCs, so that low level PCs would have to go out of their way to encounter non-survivable stuff, usually heavily telegraphed, like the island with the ancient black dragon. I think at higher level the PCs get a mix of status quo stuff (usually easily defeated) and occasional powerful monsters & NPCs tailored to provide a challenge. Players love seeing their high level PCs kerbstomp enemies they would once have run from, and it certainly aids versimilitude when the lizardmen of Thracia are still 22 hp CR 0.5 enemies 18 levels later. I would just point out though that a game can be 100% sandbox and yet 100% tailored. "Sandbox" and "Status Quo" are orthogonal concepts. At the extreme end it can feel like you're playing a level-less game. I treated Oblivion that way - levels didn't make me more powerful, so I ignored them. [/QUOTE]
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