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General Tabletop Discussion
*Pathfinder & Starfinder
Any good sandbox module published?
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<blockquote data-quote="Staffan" data-source="post: 8351095" data-attributes="member: 907"><p>Generally speaking, it's <strong>hard</strong> to make a good sandbox for modern D&D, and especially so for Pathfinder 2. The reason is that gaining levels gives you <strong>so</strong> much more power that any encounter that would be challenging at level 4 would be laughable at level 6. That means you can't really do a fully-open sandbox, but instead need to sort things so you'll run into low-level things before high-level things (sort of like in older versions of World of Warcraft, where things felt open but you were gradually lead from easier areas to more difficult ones, even within the same zone). Well, "can't" is a strong word, but doing so generally won't lead to rainbows and happiness. Open sandboxes generally work better with flatter systems.</p><p></p><p>It should be noted that the sandbox-like adventures we've seen for Pathfinder 2 so far have generally had some plot ("You're looking for X") that pushes PCs in a specific direction, even if they can choose what path to take. They've also had a fairly narrow level band, covering a single installment of an adventure path (so 3 or 4 levels).</p><p></p><p>My platonic ideal for a directed sandbox is something like Quest for Glory, an old Sierra computer game. In that game you arrive in a mountain village in a valley beset by problems. Some of these problems are part of a "quest board" at the local but disused adventurer's guild, which propels you out to explore. Other problems show up later. Solving some things creates new plot elements, and many problems have multiple solutions.</p></blockquote><p></p>
[QUOTE="Staffan, post: 8351095, member: 907"] Generally speaking, it's [B]hard[/B] to make a good sandbox for modern D&D, and especially so for Pathfinder 2. The reason is that gaining levels gives you [B]so[/B] much more power that any encounter that would be challenging at level 4 would be laughable at level 6. That means you can't really do a fully-open sandbox, but instead need to sort things so you'll run into low-level things before high-level things (sort of like in older versions of World of Warcraft, where things felt open but you were gradually lead from easier areas to more difficult ones, even within the same zone). Well, "can't" is a strong word, but doing so generally won't lead to rainbows and happiness. Open sandboxes generally work better with flatter systems. It should be noted that the sandbox-like adventures we've seen for Pathfinder 2 so far have generally had some plot ("You're looking for X") that pushes PCs in a specific direction, even if they can choose what path to take. They've also had a fairly narrow level band, covering a single installment of an adventure path (so 3 or 4 levels). My platonic ideal for a directed sandbox is something like Quest for Glory, an old Sierra computer game. In that game you arrive in a mountain village in a valley beset by problems. Some of these problems are part of a "quest board" at the local but disused adventurer's guild, which propels you out to explore. Other problems show up later. Solving some things creates new plot elements, and many problems have multiple solutions. [/QUOTE]
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