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<blockquote data-quote="JDJblatherings" data-source="post: 4025406" data-attributes="member: 52044"><p>Create a wourld with a little versimilitude. Stuff is there because it is there nto becasue the Pcs are level X. but that being said for a "sandbox" campaign it's a good idea to have a few easy to spot tough adveture/evil locations, some that will most certainly kill 1st level characters. If the players want to send their PCs there then they will most certainly die. </p><p></p><p>One shoudl also create a couple of easy areas where PCs can start adventuring without being overwhelmed. </p><p></p><p>Pick an aveage encounter level. Outside of the very easy areas or the tough areas most encounters will fall into that range. This keeps low level characters in the easier area, unless they want to die or are very lucky and motivates the higher level characters to seek out the otugh areas so they have a chance of gaining the loot (and exp) they need to move forward. </p><p></p><p>Let higher level creatures/npc make apperances but not directly interact with the PCs unless the players are dim enough to get their character squashed flat. Dragon overhead...just hide for a bit? Giants walkign along the horizon...let's not go where they are going. Vampires jumping from roof top to roof top and they haven't noticed us...let's go back inside and lock the door. </p><p></p><p>My longest runnign 3e campaign (5 years) used these techniques and it worked great. The average encounter level was 6th level. This hemmed them in a little when they were starting out but kept them from getting killed and they learned the locations of horribly dangerous locations and generally avoided them until they thought they had a chance.</p></blockquote><p></p>
[QUOTE="JDJblatherings, post: 4025406, member: 52044"] Create a wourld with a little versimilitude. Stuff is there because it is there nto becasue the Pcs are level X. but that being said for a "sandbox" campaign it's a good idea to have a few easy to spot tough adveture/evil locations, some that will most certainly kill 1st level characters. If the players want to send their PCs there then they will most certainly die. One shoudl also create a couple of easy areas where PCs can start adventuring without being overwhelmed. Pick an aveage encounter level. Outside of the very easy areas or the tough areas most encounters will fall into that range. This keeps low level characters in the easier area, unless they want to die or are very lucky and motivates the higher level characters to seek out the otugh areas so they have a chance of gaining the loot (and exp) they need to move forward. Let higher level creatures/npc make apperances but not directly interact with the PCs unless the players are dim enough to get their character squashed flat. Dragon overhead...just hide for a bit? Giants walkign along the horizon...let's not go where they are going. Vampires jumping from roof top to roof top and they haven't noticed us...let's go back inside and lock the door. My longest runnign 3e campaign (5 years) used these techniques and it worked great. The average encounter level was 6th level. This hemmed them in a little when they were starting out but kept them from getting killed and they learned the locations of horribly dangerous locations and generally avoided them until they thought they had a chance. [/QUOTE]
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