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General Tabletop Discussion
*Pathfinder & Starfinder
Any good sandbox module published?
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<blockquote data-quote="wakedown" data-source="post: 7639250" data-attributes="member: 15901"><p>If you want a mega sandbox, check out "Wilderlands of High Fantasy". If you want something more accessible, check out the "Vault of Larin Karr". You'd want PCs that are able to self-motivate in a true sandbox where they can freely choose to move from Point A to Point B on the map at any given time of their own free will.</p><p></p><p>I'll try to be spoiler-free here (any stuff here will be able to be picked up by aspiring players in the player's guide).</p><p></p><p>I've both played in and run Kingmaker. While Kingmaker is a bit railroady, it's "sandbox-like". The general premise is there's an unexplored stretch of land and the PCs are commissioned to explore it. Ultimately the PCs pick a hex for their capital and start their own nation. Content in the books contains events that will pop up in their capital city or outskirt hexes so this content would need to be ignored or adapted if the PCs aren't actually running a nation of their own but simply looking to travel between towns.</p><p></p><p>You could obviously toss this aside as a motivation and the PCs can decide that they want to be bandits and to start their own lair and raid the road depicted in the north but then you'll be mostly improvising from the map rather than using any of the content that are assigned to exist in hexes or as events triggered by the growth of the kingdom. A lot of the hexes in Kingmaker are self-contained and basically lie in stasis awaiting the party's arrival (like a spider nest). A lot of groups, under the mandate of founding the kingdom will "centipede" explore the hexes to check them off. There's not a lot of towns to visit between level 1 and 10 where there'd be a ton of NPCs to interact with as the swatch of land begins the campaign as essentially uninhabited. So if you're looking for any town crawls or NPCs pre-provided, there'll be a shortage of those.</p><p></p><p>I think Kingmaker is pretty good if you can jump onto the premise of "PCs running a nation" and do a little work to make the hex exploration less tedious and redundant. Kingmaker from a challenge perspective suffers from an encounter-a-day issue in 90% of the hexes and if your PCs are playing it like a explore-every-corner CRPG I almost would suggest hand-waving a lot of the mundane hex encounters just to get to the meaty stuff faster (which makes it less of a sandbox and more of a run-a-nation simulator).</p></blockquote><p></p>
[QUOTE="wakedown, post: 7639250, member: 15901"] If you want a mega sandbox, check out "Wilderlands of High Fantasy". If you want something more accessible, check out the "Vault of Larin Karr". You'd want PCs that are able to self-motivate in a true sandbox where they can freely choose to move from Point A to Point B on the map at any given time of their own free will. I'll try to be spoiler-free here (any stuff here will be able to be picked up by aspiring players in the player's guide). I've both played in and run Kingmaker. While Kingmaker is a bit railroady, it's "sandbox-like". The general premise is there's an unexplored stretch of land and the PCs are commissioned to explore it. Ultimately the PCs pick a hex for their capital and start their own nation. Content in the books contains events that will pop up in their capital city or outskirt hexes so this content would need to be ignored or adapted if the PCs aren't actually running a nation of their own but simply looking to travel between towns. You could obviously toss this aside as a motivation and the PCs can decide that they want to be bandits and to start their own lair and raid the road depicted in the north but then you'll be mostly improvising from the map rather than using any of the content that are assigned to exist in hexes or as events triggered by the growth of the kingdom. A lot of the hexes in Kingmaker are self-contained and basically lie in stasis awaiting the party's arrival (like a spider nest). A lot of groups, under the mandate of founding the kingdom will "centipede" explore the hexes to check them off. There's not a lot of towns to visit between level 1 and 10 where there'd be a ton of NPCs to interact with as the swatch of land begins the campaign as essentially uninhabited. So if you're looking for any town crawls or NPCs pre-provided, there'll be a shortage of those. I think Kingmaker is pretty good if you can jump onto the premise of "PCs running a nation" and do a little work to make the hex exploration less tedious and redundant. Kingmaker from a challenge perspective suffers from an encounter-a-day issue in 90% of the hexes and if your PCs are playing it like a explore-every-corner CRPG I almost would suggest hand-waving a lot of the mundane hex encounters just to get to the meaty stuff faster (which makes it less of a sandbox and more of a run-a-nation simulator). [/QUOTE]
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