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D&d is not a good sandbox?
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<blockquote data-quote="Greg Benage" data-source="post: 6860705" data-attributes="member: 93631"><p>In addition to just rolling lots of random encounters, roll random (mini-) adventures. This can violate some purist tenets of sandbox play (modular lairs and mini-dungeons you can drop in when the dice or your DM instincts tell you to) but not every sandboxer is a purist. Also, random mini-adventures don't have to violate these tenets. This is something I used in B/X and AD&D back in the day. For example, if you roll an encounter with 24 orcs, it doesn't have to be one big group. It's one encounter with four orc scouts, then you track them back to the raiding party's camp, then you find a burned out farmhouse with a dead mom and dad and empty crib, then you're harassed by skirmishers all day, then you find out they've been herding you toward their outpost. Now you've got the outpost in front of you, you hear a baby crying, the skirmishers are behind you and you've been expending resources all day. What do you do?</p><p></p><p>The point is, you can roll for a random adventuring day of six to eight encounters as easily as you can roll for a random encounter. You just set up your tables a little differently and probably do a little more work. It's a big payoff, a lot more interesting, and (I think) offers greater verisimilitude. Sprinkle these adventuring days in with your set adventure locations, and the game will run just fine.</p></blockquote><p></p>
[QUOTE="Greg Benage, post: 6860705, member: 93631"] In addition to just rolling lots of random encounters, roll random (mini-) adventures. This can violate some purist tenets of sandbox play (modular lairs and mini-dungeons you can drop in when the dice or your DM instincts tell you to) but not every sandboxer is a purist. Also, random mini-adventures don't have to violate these tenets. This is something I used in B/X and AD&D back in the day. For example, if you roll an encounter with 24 orcs, it doesn't have to be one big group. It's one encounter with four orc scouts, then you track them back to the raiding party's camp, then you find a burned out farmhouse with a dead mom and dad and empty crib, then you're harassed by skirmishers all day, then you find out they've been herding you toward their outpost. Now you've got the outpost in front of you, you hear a baby crying, the skirmishers are behind you and you've been expending resources all day. What do you do? The point is, you can roll for a random adventuring day of six to eight encounters as easily as you can roll for a random encounter. You just set up your tables a little differently and probably do a little more work. It's a big payoff, a lot more interesting, and (I think) offers greater verisimilitude. Sprinkle these adventuring days in with your set adventure locations, and the game will run just fine. [/QUOTE]
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