Halivar
First Post
So far, for the last two campaigns, I've done a fairly standard 4E "everything is scaled to the players" approach to encounter-building. To be fair to the system, this is largely because I also did this in 3.x. The game world was a facade I would build around the players as they traveled, a la "The Truman Show". Everything was carefully crafted to provide exactly the right amount of danger.
One problem with this approach I've come to notice is the absolute cocksure attitude players are taking to threats in the game. They are literally frightened of nothing, because the players know, from a meta-perspective, that they can face anything I throw at them.
Creating a sandbox game may be the perfect way to reintroduce my players to danger and uncertainty. There may be a mountain on the map with a level 16 dragon. It's a big deal, so the heroic party knows about it. At level 6, they get big britches and decide to go off and fight it. Whoops.
Here's how I would like to do it: start with a map. The map is divided into discrete geographic and thematic areas, with natural obstructions to channel foot traffic through specific points, allowing the DM to create locales with high probability of encounter. Each area has a level range. Much like an MMO, there's a level 1-5 "newbie" area where quests and encounters are local scale, and where adventurers begin the campaign. This area is connected to a few areas that are levels 3-5, or 5-10, or whatnot. A 5-level spread allows for diversity of monster difficulty to keep players guessing about the monsters they're fighting if they are unfamiliar.
Determine the makeup of creatures in these areas, and have a few elite "sub-bosses" at the upper range of the level, and one Solo Elite running the show at maxlevel+2. IOW, the 1-5 newbie area has got a level 7 solo elite that is appropriate for a level 5 group, but completey inappropriate for anything less. The party MAY even skip it and come back later. And if they do, it's still a level 7 solo elite.
One advantage of this method is it's sort of a "Montessori" approach to DM'ing: players choose their own level of advancement as they choose what level of difficulty they can handle. This is, of course, a meta-gaming description for something that is likely to happen organically within the narrative of the campaign. In some cases, the players will learn from Streetwise checks what the relative level of difficulty of an area (or boss) is. In other cases, they won't know until they're running out of a cave, carrying a couple dead party members.
The "quests" in this game world should support balance by pointing players towards areas that are appropriately levelled. But if players decide to take a shortcut through the Valley of the Unholy Fane? It's a choice they can make. With great risk comes great reward.
Making sure the game is cinematic but deadly has taken me a bit longer to think of. Here's an idea I got, but I'm not sure how well it will work. It's also injecting a bit of non-sandboxiness to make the whole shebang work a little better in 4E. When the party is in an area, and they are of an appropriate level, the monsters are standard; i.e. a normal mix of minions, standards, and rare elites. When the party is above the area's level range, all creatures in that area become minions (except the elites and solo's; if they players are coming back for blood, you still want a bit of a challenge, right?). If, on the other hand, players are below the level range of an area, it's much more of a challenge. There are no minions, and more of the creatures are elites (if not by hit-points, then at least by saves and action points). I can see players "dipping into" a harder area simply for the rich experience points and treasure to be had there, before scurrying back into a safer locales.
Anyone have any ideas on how to improve on this, or holes in it? I understand that this does not exactly meet the textbook definition of "sandbox", since things still don't really exist until the players see them, but I'm hoping to still catch the benefits of the sandbox approach nevertheless.
One problem with this approach I've come to notice is the absolute cocksure attitude players are taking to threats in the game. They are literally frightened of nothing, because the players know, from a meta-perspective, that they can face anything I throw at them.
Creating a sandbox game may be the perfect way to reintroduce my players to danger and uncertainty. There may be a mountain on the map with a level 16 dragon. It's a big deal, so the heroic party knows about it. At level 6, they get big britches and decide to go off and fight it. Whoops.
Here's how I would like to do it: start with a map. The map is divided into discrete geographic and thematic areas, with natural obstructions to channel foot traffic through specific points, allowing the DM to create locales with high probability of encounter. Each area has a level range. Much like an MMO, there's a level 1-5 "newbie" area where quests and encounters are local scale, and where adventurers begin the campaign. This area is connected to a few areas that are levels 3-5, or 5-10, or whatnot. A 5-level spread allows for diversity of monster difficulty to keep players guessing about the monsters they're fighting if they are unfamiliar.
Determine the makeup of creatures in these areas, and have a few elite "sub-bosses" at the upper range of the level, and one Solo Elite running the show at maxlevel+2. IOW, the 1-5 newbie area has got a level 7 solo elite that is appropriate for a level 5 group, but completey inappropriate for anything less. The party MAY even skip it and come back later. And if they do, it's still a level 7 solo elite.
One advantage of this method is it's sort of a "Montessori" approach to DM'ing: players choose their own level of advancement as they choose what level of difficulty they can handle. This is, of course, a meta-gaming description for something that is likely to happen organically within the narrative of the campaign. In some cases, the players will learn from Streetwise checks what the relative level of difficulty of an area (or boss) is. In other cases, they won't know until they're running out of a cave, carrying a couple dead party members.
The "quests" in this game world should support balance by pointing players towards areas that are appropriately levelled. But if players decide to take a shortcut through the Valley of the Unholy Fane? It's a choice they can make. With great risk comes great reward.
Making sure the game is cinematic but deadly has taken me a bit longer to think of. Here's an idea I got, but I'm not sure how well it will work. It's also injecting a bit of non-sandboxiness to make the whole shebang work a little better in 4E. When the party is in an area, and they are of an appropriate level, the monsters are standard; i.e. a normal mix of minions, standards, and rare elites. When the party is above the area's level range, all creatures in that area become minions (except the elites and solo's; if they players are coming back for blood, you still want a bit of a challenge, right?). If, on the other hand, players are below the level range of an area, it's much more of a challenge. There are no minions, and more of the creatures are elites (if not by hit-points, then at least by saves and action points). I can see players "dipping into" a harder area simply for the rich experience points and treasure to be had there, before scurrying back into a safer locales.
Anyone have any ideas on how to improve on this, or holes in it? I understand that this does not exactly meet the textbook definition of "sandbox", since things still don't really exist until the players see them, but I'm hoping to still catch the benefits of the sandbox approach nevertheless.
Last edited: