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How much prep do I need for a sandbox?
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<blockquote data-quote="ExploderWizard" data-source="post: 4714624" data-attributes="member: 66434"><p>Since you already have a region set up and some locations defined, you just need</p><p>to fill it up with "stuff". Once you have an idea of what types of people and/or creatures</p><p>live in a particular area its time to generate some NPC's, thier resources (including allies),</p><p>define thier motivations, and outline some basic plans they might have for achieving thier</p><p>goals based on available resources. Several different NPC's or groups operating in the same area</p><p>all with different agendas will make the place seem more alive. Some of these NPC's/groups will have plans</p><p>that come into conflict with the PC's, some may be potential allies, and others might have</p><p>the potential to become either enemies or allies depending on how the PC's interact with them.</p><p>At this stage only broad ideas about capabilities/resources need to be defined. Another </p><p>thing to keep in mind is to sketch out a rough timeline of what these NPC's will do</p><p>to further thier goals assuming no interference from the PC's. Devise a few encounters</p><p>with connections to each of the NPC/ groups. Once the PC's enter the scene and start </p><p>interacting, you can feed them all kinds of information and see where they want to go</p><p>and who they are most interested in dealing with. Develop these NPC's/groups in more </p><p>detail as needed but don't forget about the ones the PC's are not focusing on. As time goes on</p><p>the PC's may come into contact/conflict with them naturally. </p><p>Some handy tips:</p><p> </p><p>1) Prepare some NPC's designed to be fonts of information. Some will be reliable,</p><p>others may not be.</p><p>2) Have a few sets of generic combat stats ready to go. Use them as needed and make</p><p>them mutable enough to be "skinned" on the spot.</p><p>3) Prep a few generic wild animal/ beast encounters to be used as needed for random</p><p>travel/wilderness threats. </p><p>4) Have some stuff just "happen" from time to time that isn't always connected to a plot</p><p>or directed against the PC's. Natural disasters occur, holidays or festivals take place,</p><p>new people arrive, others die or leave, ect.</p><p> </p><p>After a few sessions the story will grow naturally out of the plans of both the PC's and NPC's.</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 4714624, member: 66434"] Since you already have a region set up and some locations defined, you just need to fill it up with "stuff". Once you have an idea of what types of people and/or creatures live in a particular area its time to generate some NPC's, thier resources (including allies), define thier motivations, and outline some basic plans they might have for achieving thier goals based on available resources. Several different NPC's or groups operating in the same area all with different agendas will make the place seem more alive. Some of these NPC's/groups will have plans that come into conflict with the PC's, some may be potential allies, and others might have the potential to become either enemies or allies depending on how the PC's interact with them. At this stage only broad ideas about capabilities/resources need to be defined. Another thing to keep in mind is to sketch out a rough timeline of what these NPC's will do to further thier goals assuming no interference from the PC's. Devise a few encounters with connections to each of the NPC/ groups. Once the PC's enter the scene and start interacting, you can feed them all kinds of information and see where they want to go and who they are most interested in dealing with. Develop these NPC's/groups in more detail as needed but don't forget about the ones the PC's are not focusing on. As time goes on the PC's may come into contact/conflict with them naturally. Some handy tips: 1) Prepare some NPC's designed to be fonts of information. Some will be reliable, others may not be. 2) Have a few sets of generic combat stats ready to go. Use them as needed and make them mutable enough to be "skinned" on the spot. 3) Prep a few generic wild animal/ beast encounters to be used as needed for random travel/wilderness threats. 4) Have some stuff just "happen" from time to time that isn't always connected to a plot or directed against the PC's. Natural disasters occur, holidays or festivals take place, new people arrive, others die or leave, ect. After a few sessions the story will grow naturally out of the plans of both the PC's and NPC's. [/QUOTE]
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