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Building a Sandbox
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<blockquote data-quote="S'mon" data-source="post: 4015665" data-attributes="member: 463"><p>I'm a big fan of sandbox, though I don't think you can do *all* your prep before play begins, but you can certainly create a robust framework that allows for easy further development or winging it.</p><p></p><p>I would not attempt to create a sandbox that covered the entire 1-20 level range. This raises too many problems of versimilitude and would require too large an area map. For a campaign starting at 1st level, anything from 1-6 to around 1-12 should work.</p><p></p><p>I find a good approach is to:</p><p></p><p>1. Start with a bunch of site-based adventures, covering a decent range of levels but with an emphasis on lower level play (1-3 or 1-5). I generally use published scenarios, tweaked to taste.</p><p></p><p>2. Build an area map around these adventures. You need not assign a scale at this stage. </p><p></p><p>3. Go to the continental map of the campaign world, which may be Toril, Oerth, your homebrew, etc. Find a suitable place to 'slot in' your area map, assigning scale at this stage. Usually something between 5-12 miles per hex or per cm is good.</p><p></p><p>4. Add a few details on major locales - towns, cities, and such. Perhaps create a few larger-scale maps of areas where you expect a lot of activity, I find 200 yards/hex works well for local maps, between 1200 yards/hex and 2 miles/hex for the next stage out. You may be able to run an entire campaign on a 2 miles/hex map, but some players may find this too cramping. Make a few notes on major NPCs, but only detail any you expect the PCs to be dealing with directly.</p><p></p><p>5. Decide on a starting locale for the PCs, with rumours to get them started. You can either have a particular starting adventure planned, or let the players choose from 2-3 suitable ones.</p><p></p><p>6. Begin, & have fun. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="S'mon, post: 4015665, member: 463"] I'm a big fan of sandbox, though I don't think you can do *all* your prep before play begins, but you can certainly create a robust framework that allows for easy further development or winging it. I would not attempt to create a sandbox that covered the entire 1-20 level range. This raises too many problems of versimilitude and would require too large an area map. For a campaign starting at 1st level, anything from 1-6 to around 1-12 should work. I find a good approach is to: 1. Start with a bunch of site-based adventures, covering a decent range of levels but with an emphasis on lower level play (1-3 or 1-5). I generally use published scenarios, tweaked to taste. 2. Build an area map around these adventures. You need not assign a scale at this stage. 3. Go to the continental map of the campaign world, which may be Toril, Oerth, your homebrew, etc. Find a suitable place to 'slot in' your area map, assigning scale at this stage. Usually something between 5-12 miles per hex or per cm is good. 4. Add a few details on major locales - towns, cities, and such. Perhaps create a few larger-scale maps of areas where you expect a lot of activity, I find 200 yards/hex works well for local maps, between 1200 yards/hex and 2 miles/hex for the next stage out. You may be able to run an entire campaign on a 2 miles/hex map, but some players may find this too cramping. Make a few notes on major NPCs, but only detail any you expect the PCs to be dealing with directly. 5. Decide on a starting locale for the PCs, with rumours to get them started. You can either have a particular starting adventure planned, or let the players choose from 2-3 suitable ones. 6. Begin, & have fun. :) [/QUOTE]
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