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Campaign structure: combining the sandbox and adventure path
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<blockquote data-quote="aco175" data-source="post: 7150718" data-attributes="member: 27385"><p>I tend to have a few minor things going on that the PCs can choose from and explore more. There is also a few items from old adventures that they have not fully finished that they can go back to. My biggest problem with homebrewing the campaign is the lack of time to plan and write that far ahead of the group. I would like to have more plot ideas that involve a more sandboxy style but need to concentrate on a challenge for now.</p><p></p><p>Balancing verisimilitude to player fun takes time and fun wins in my world. The players understand and do not mind. They know that there is bandits lurking and goblins are still a threat. They choose the demon locked in the tower both because it is more a threat and that is their level of power and I make that quest sound more important and dire.</p></blockquote><p></p>
[QUOTE="aco175, post: 7150718, member: 27385"] I tend to have a few minor things going on that the PCs can choose from and explore more. There is also a few items from old adventures that they have not fully finished that they can go back to. My biggest problem with homebrewing the campaign is the lack of time to plan and write that far ahead of the group. I would like to have more plot ideas that involve a more sandboxy style but need to concentrate on a challenge for now. Balancing verisimilitude to player fun takes time and fun wins in my world. The players understand and do not mind. They know that there is bandits lurking and goblins are still a threat. They choose the demon locked in the tower both because it is more a threat and that is their level of power and I make that quest sound more important and dire. [/QUOTE]
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Campaign structure: combining the sandbox and adventure path
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