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*Pathfinder & Starfinder
A Question for Sandbox/Hexcrawl DMs
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<blockquote data-quote="howandwhy99" data-source="post: 6066007" data-attributes="member: 3192"><p>Well, first and foremost you need your scenario, the calender map of the fantasy world your players are going to explore. </p><ul> <li data-xf-list-type="ul">You also need a firm idea of it in your mind to allow for the players to engage with their imagination and so you can relate it accurately.</li> <li data-xf-list-type="ul">Dice are needed as probability generators for rolling results needed as they come up during a session.</li> <li data-xf-list-type="ul">Extra pens, pencils, paper, and mapping tools as desired are needed. Not just for logging what has happened, but to convey fine details in the moment.</li> <li data-xf-list-type="ul">Miniatures and a grid or at least some means of reasonably conveying spatial position are necessary for DMs who track that.</li> <li data-xf-list-type="ul">Cards to pass private notes, use for quick lists, freehand maps, not to mention declared actions in combat are very useful.</li> <li data-xf-list-type="ul">A DM screen with consolidated rules frequently used is probably DM specific, but also helpful, if only just to hide the scenario materials.</li> </ul><p>As to scenario generation, my advice is only to ever create as much as the players can reasonably cover in a single session. That's going to depend on your players, the rules you're using, how long the session is scheduled for, how expediate you are in running the game, and stuff like that.</p><p></p><p>If you didn't build enough, you can simply stop. That's probably the best course. It's easier simply to build those details into the game world though. Tougher sections are harder to get through for most players, so natural borders build themselves duing the generation process. Plus, the players generally let you know in their character design at least what they are interested in, so you can build a little more out in those directions just to cover yourself in case they blast through everything quicker than you thought possible.</p><p></p><p>How do you keep the feeling of immersion with truly free-wheeling adventurers?</p><p>Have a world of adventure to begin with, but don't remove the players from it. Keep them in the 1st person perspective and always relay it through the eyes and ears of their characters.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 6066007, member: 3192"] Well, first and foremost you need your scenario, the calender map of the fantasy world your players are going to explore. [LIST] [*]You also need a firm idea of it in your mind to allow for the players to engage with their imagination and so you can relate it accurately. [*]Dice are needed as probability generators for rolling results needed as they come up during a session. [*]Extra pens, pencils, paper, and mapping tools as desired are needed. Not just for logging what has happened, but to convey fine details in the moment. [*]Miniatures and a grid or at least some means of reasonably conveying spatial position are necessary for DMs who track that. [*]Cards to pass private notes, use for quick lists, freehand maps, not to mention declared actions in combat are very useful. [*]A DM screen with consolidated rules frequently used is probably DM specific, but also helpful, if only just to hide the scenario materials.[/LIST] As to scenario generation, my advice is only to ever create as much as the players can reasonably cover in a single session. That's going to depend on your players, the rules you're using, how long the session is scheduled for, how expediate you are in running the game, and stuff like that. If you didn't build enough, you can simply stop. That's probably the best course. It's easier simply to build those details into the game world though. Tougher sections are harder to get through for most players, so natural borders build themselves duing the generation process. Plus, the players generally let you know in their character design at least what they are interested in, so you can build a little more out in those directions just to cover yourself in case they blast through everything quicker than you thought possible. How do you keep the feeling of immersion with truly free-wheeling adventurers? Have a world of adventure to begin with, but don't remove the players from it. Keep them in the 1st person perspective and always relay it through the eyes and ears of their characters. [/QUOTE]
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