Unless you're on Volturnus!In sci-fi and Star Wars, you don't generally deal with planets. You're really only dealing with towns. The other 99.999% of the planet remain unexplored and undefined.
Maybe someday will see planets other than Tatooine for the umteenth billion time.In sci-fi and Star Wars, you don't generally deal with planets. You're really only dealing with towns. The other 99.999% of the planet remain unexplored and undefined.
That's what I also concluded. The size of a sandbox is defined by the number of marked sites and the amount of random encounter checks between the sites.
Distances and geography are window dressing.
I guess one way one could approach filling out the sites roster would be to consider the amount of XP that characters could reasonably get from exploring a site, and the average party level to which each site is calibrated.
If there were only one dungeon aimed at 1st level parties and that dungeon doesn't have enough XP in total to get 1st level characters to 2nd level, that would be a good definition of "too small". In fact, I think there should be at least double as many XP in level 1 dungeons as the PCs would need to get to 2nd level, simply because they players won't accomplish anything they could and some characters might be lost throughout the course of the campaign. And we also want the players to have real options what they want to check out.
Since it's completely impractical to fully create all the dungeons that the players might or might not get to see in advance for the campaign, there is always room to adjust as you go. You can simply make dungeons larger with more opportunities to get XP, or you can adjust a yet unvisited dungeon to be for a level lower than originally planned. But this does have its limits. You can't really go straight from small goblin holes to the Black Fortress of Doom where dragons circle the spires and demons prowl the street. You need some sense of progression with the players going into slowly but increasingly more dangerous looking places and work their way up to the big nasty ones.
You can always add more sites to unvisted areas of the wilderness when it becomes neccessary, but then you'll not be having any forshadowing for those places, which in some context might appear a bit random and disconnected if the other sites are integrated really well.
Have you heard of Jakku?Maybe someday will see planets other than Tatooine for the umteenth billion time.
Jakku? I barely Knowu.Have you heard of Jakku?
(original planet, do not steal)
That's what I also concluded. The size of a sandbox is defined by the number of marked sites and the amount of random encounter checks between the sites.
Distances and geography are window dressing.
In sci-fi and Star Wars, you don't generally deal with planets. You're really only dealing with towns. The other 99.999% of the planet remain unexplored and undefined.
Star Without Numbers has guidelines for creating and using factions. These guidelines were direct inspirations, and explicitly cited as such, for John Harper when creating Blades in the Dark.The question that I have is, how do you set up a sandbox like this?
I guess the big points to consider even more so than in other open world campaigns are developing factions and creating conflicts between them. Creating some influential NPCs in advance might also help to some degree, but I think it would be difficult to determine who really might make appearances during actual play as the campaign is developing. Faction leaders and their preferred people to send out to other planets to deal with trouble hurting their interests would be the most useful. The later are quite likely to come to the PCs, and the former have some chance to have the PCs come to them. Some generic faction members could also come useful at some point, but I wouldn't assign them to any specific location or position. They would make for good quantum ogers that the players could encounter anywhere and whose home is only determined when the players actually meet them.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.