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Building a 4E sandbox: How would you do it?
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<blockquote data-quote="weem" data-source="post: 4870882" data-attributes="member: 9470"><p>Good information so far.</p><p></p><p>I can definitely see the benefit and reason behind working on fluff over mechanics in this kind of environment - and I also don't like the idea of the volume of work involved if I were to try and plan out all the surrounding areas and encounters ahead of time just so I am more prepared when really they won't hit most if it for some time.</p><p></p><p>At the same time, I would like to be prepared enough that I am not scrambling to put things together when needed.</p><p></p><p>I had this idea, so maybe I will run it by you all here...</p><p></p><p>When I started this campaign that is coming to a close, I (a few times) wrote out on 3x5 cards some quest descriptions and handed them to the appropriate people as we went... they were pretty simple - like - "[name] wants to talk to you about the sword your father gave him" etc. Everyone had one (or more) and they were specific to them. These didn't necessarily lead to combat encounters or skill challenges, and they didn't really have deadlines...</p><p></p><p>...so I was thinking of doing that this time as well - it would give the players a direction if things slowed down, or if they came to a given town, etc... "Oh yea, there is a guy in this town I should talk to" etc. I might even describe conversations in the town... "you over hear someone talking about a creek being jammed up" then write that down and hand it to someone. I thought I could tell the players ahead of time... "you will be handed these cards from time to time with little bits of information - you can act on them or ignore them - it's up to you, but not all of them will lead to adventure. Just because i spent the 2 minutes to write it doesn't mean it will lead to anything" etc.</p><p></p><p>The thing I liked about this was that there would actually be a sense of mystery as to whether this was something big or not, instead of "well, the DM mentioned this red door, so we better check it out" etc.</p><p></p><p>The one player I asked about this said he was into it (iirc). I guess my question would be, does that seem to meta-gamish to you as a player?</p><p></p><p>---edit---</p><p></p><p>Few more things...</p><p></p><p>1. In the next campaign, using this card idea I was thinking the players would have 4-5 of them at any give time</p><p></p><p>2. When investigating things, we would RP them out and seehow they go - may decide on the spot whether it leads to something else. They would not all be planned out ahead of time what their outcomes would be etc.</p></blockquote><p></p>
[QUOTE="weem, post: 4870882, member: 9470"] Good information so far. I can definitely see the benefit and reason behind working on fluff over mechanics in this kind of environment - and I also don't like the idea of the volume of work involved if I were to try and plan out all the surrounding areas and encounters ahead of time just so I am more prepared when really they won't hit most if it for some time. At the same time, I would like to be prepared enough that I am not scrambling to put things together when needed. I had this idea, so maybe I will run it by you all here... When I started this campaign that is coming to a close, I (a few times) wrote out on 3x5 cards some quest descriptions and handed them to the appropriate people as we went... they were pretty simple - like - "[name] wants to talk to you about the sword your father gave him" etc. Everyone had one (or more) and they were specific to them. These didn't necessarily lead to combat encounters or skill challenges, and they didn't really have deadlines... ...so I was thinking of doing that this time as well - it would give the players a direction if things slowed down, or if they came to a given town, etc... "Oh yea, there is a guy in this town I should talk to" etc. I might even describe conversations in the town... "you over hear someone talking about a creek being jammed up" then write that down and hand it to someone. I thought I could tell the players ahead of time... "you will be handed these cards from time to time with little bits of information - you can act on them or ignore them - it's up to you, but not all of them will lead to adventure. Just because i spent the 2 minutes to write it doesn't mean it will lead to anything" etc. The thing I liked about this was that there would actually be a sense of mystery as to whether this was something big or not, instead of "well, the DM mentioned this red door, so we better check it out" etc. The one player I asked about this said he was into it (iirc). I guess my question would be, does that seem to meta-gamish to you as a player? ---edit--- Few more things... 1. In the next campaign, using this card idea I was thinking the players would have 4-5 of them at any give time 2. When investigating things, we would RP them out and seehow they go - may decide on the spot whether it leads to something else. They would not all be planned out ahead of time what their outcomes would be etc. [/QUOTE]
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