This thread is yielding a pretty good collection of links and titles offering bits and pieces for the aspiring sandbox builder - but frankly, I have yet to see a campaign setting / mega-module that truly, fully delivers on the concept. What would that look like?
My ideal product would contain ...
- a high level setting overview, broken out into player's guide and DM section
- a rules/mechanics-revamp to offer more interesting choices wrt outdoor adventuring (movement, exploration, sustenance etc)
- a poster-size, detailed map at 1 to 5 miles per hex, densely seeded with special locations
- detailed descriptive for every location on that map, for actual use during play, including an atmospheric read-out, plus background info for the GM, much ike a dungeon-room entry
- extensive regional random encounter tables (day/night), including noncombat encounters
- a "Book of Lairs" style collection of embellished encounters, including small maps
- a collection of small to mid-size static adventure locations (dungeon magazine calibre)
- a dozen or so interconnected, module-sized adventure locations of various levels
- a few small but detailed towns, complete with map, shops/services, key NPCs
- all tied together by a dynamic matrix plot with NPC villains and heroes that the players can get involved with in many ways, and to many effects.
... and then the drugs wore off.
![Smile :) :)](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
But seriously - isn't it baffling that after 30 years of roleplaying game design, the number of supplements/modules that actually offer the open, dynamic, player-driven plots that are made possible by the format can be counted on one hand?
Question then:
Why is that?
My suspicion is that they are actually very hard to think up, organise and playtest, but I'm curious what you think about this.