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<blockquote data-quote="S'mon" data-source="post: 4018127" data-attributes="member: 463"><p>Jorunkun, your approach sounds good. I'd advise you to leave plenty of room for later expansion, and personally I wouldn't want to map the whole campaign area at 1 mile per hex/square; even 2 miles/hex reduces by 4 the amount of keying you need to do, and I've found 5 miles per hex is good for an overview map that's detailed enough to show every village (in a sparsely settled frontier type setting) while large enough to include tons of adventures. If you have a giant piece of hex paper though, go for it. <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><p></p><p>I agree plots in sandbox should be emergent, based on the plans of the competing factions, not pre-scripted. You may want to pre-script a few possible things on a rough timeline, but be ready to change it as the game develops. If you have an interesting event in city X planned, it may be a waste to have it occur off-stage when it can wait until the PCs are actually in X.</p><p></p><p>Edit: The classic example of Wilderness-as-dungeon is the Wilderlands of High Fantasy. The WoHF box set from Necromancer is awesome and well worth getting just for inspiration. It also seems like it should work perfectly with 4e and its 'Points of Light' ethos.</p></blockquote><p></p>
[QUOTE="S'mon, post: 4018127, member: 463"] Jorunkun, your approach sounds good. I'd advise you to leave plenty of room for later expansion, and personally I wouldn't want to map the whole campaign area at 1 mile per hex/square; even 2 miles/hex reduces by 4 the amount of keying you need to do, and I've found 5 miles per hex is good for an overview map that's detailed enough to show every village (in a sparsely settled frontier type setting) while large enough to include tons of adventures. If you have a giant piece of hex paper though, go for it. :) I agree plots in sandbox should be emergent, based on the plans of the competing factions, not pre-scripted. You may want to pre-script a few possible things on a rough timeline, but be ready to change it as the game develops. If you have an interesting event in city X planned, it may be a waste to have it occur off-stage when it can wait until the PCs are actually in X. Edit: The classic example of Wilderness-as-dungeon is the Wilderlands of High Fantasy. The WoHF box set from Necromancer is awesome and well worth getting just for inspiration. It also seems like it should work perfectly with 4e and its 'Points of Light' ethos. [/QUOTE]
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