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Curse of Strahd for Dummies (confessions of a DM new to the idea of 'sandbox' blecch!!)
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<blockquote data-quote="5Shilling" data-source="post: 6888413" data-attributes="member: 6849897"><p>It's funny, I have a hard time getting my head around just how to run the more "railroady" modules (like HotDQ) and making them work - they're ones that seem like a mess to me whereas sandboxes seem obvious. I guess it's all different strokes for different folks.</p><p></p><p>Excellent advice from DemoMonkey and Lillika above and I was going to say similar things -ie try not to limit choices but you <em>can</em> limit information (and without knowing about a place it is unlikely that the party will end up there).</p><p></p><p>The parties main points of information and choice will be:</p><p>1. NPCs. CoS will involve a lot more talking to NPCs than most official modules. Get to know those NPCs and what they want. If there's a place you think the PCs should go next, make it the first place the NPC mentions (and in fact the NPC notes mostly have this built in already - the NPCs are the breadcrumbs for the PCs to follow). NPCs shouldn't always be doing nothing waiting to be spoken to - this isn't a videogame - they can be active and approach the PCs first if you want.</p><p></p><p>2. Crossroads. When travelling between locations tell the PCs when they reach a crossroads and describe each choice - just like corridor junctions in a dungeon. The safe towns will be signposted, the more dangerous locations probably won't. Combine this with the next source:</p><p></p><p>3. The view. If the players reach a high point or foolishly leave the roads, describe the view, in particular landmarks (town, a vineyard, a windmill) . In some places this is described for you in the adventure. Within towns you can draw their attention to noteworthy buildings or features like a town square or a large and obviously important building (eg the burgomeister's house or a church). Use sounds just as much, and smells too - and since this is gothic horror use the description guidelines given in the module; really play up the creepiness of the more dangerous places.</p><p></p><p>That brings us back to NPCs again. You can easily decide a particular NPC is passing by acting in an interesting way or making a noise, entering or leaving a building, or they may even come and speak to the party.</p><p></p><p>shoak1's comment about sandbox making the DM more of a player is a feature not a bug. In sandbox the DM is much more reactive and the shape and narrative of the overall adventure is often constructed by the players. You can leave a lot of the adventure logistics to the players rather than working out logical options to give them, which will save you prep time. You are offering them a lego set rather than a rubix cube <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=":)" /> Let them make their own "adventures" and set their own quest goals.</p><p></p><p>Try to end each session knowing where the party will head next - encourage them to make plans (any NPCs travelling with them can asks "where next" or you just ask them as DM) and then depending on time you can end the session as they leave the current location, or on the road with a wandering encounter, or just as they arrive at their destination. This gives you time to prep.</p><p></p><p>Prep wise you can come up with any set-pieces you think will be particularly nice, decide what you need to describe and which NPCs wil be most pro-active. Try not to over-prep though - instead read around about NPC and sandbox improv techniques so that you feel confident in reacting to the players plans and decisions (again best way to do this is really get to know the NPCs and the locations).</p><p></p><p>If the party goes somewhere too tough for them make sure they know it early and give them a chance to escape. Remember that most monsters have goals other than "kill the party" and lots of them just want the PCs to leave them alone - they will fight to force them away but won't pursue. To them the PCs are just an amusing minor annoyance until they get to a level high enough to threaten them. If the players really get in trouble you can always have Strahd show up and tell the monster "not yet...". Do have a backup plan though for introducing new party members, as there is a much higher chance of death than you may be used to. Tell the players this before you start and maybe have them roll up a backup character sheet each.</p><p></p><p>I highly recommend reading about the well-known West Marches campaign : <a href="http://arsludi.lamemage.com/index.php/78/grand-experiments-west-marches/" target="_blank">http://arsludi.lamemage.com/index.php/78/grand-experiments-west-marches/</a> </p><p>CoS is not as much of a pure sandbox as West Marches, but that account will still be a good primer and hopefully very inspirational. Sandbox play can be refreshing and very rewarding both for players and DM and the best approach is to really embrace it.</p></blockquote><p></p>
[QUOTE="5Shilling, post: 6888413, member: 6849897"] It's funny, I have a hard time getting my head around just how to run the more "railroady" modules (like HotDQ) and making them work - they're ones that seem like a mess to me whereas sandboxes seem obvious. I guess it's all different strokes for different folks. Excellent advice from DemoMonkey and Lillika above and I was going to say similar things -ie try not to limit choices but you [I]can[/I] limit information (and without knowing about a place it is unlikely that the party will end up there). The parties main points of information and choice will be: 1. NPCs. CoS will involve a lot more talking to NPCs than most official modules. Get to know those NPCs and what they want. If there's a place you think the PCs should go next, make it the first place the NPC mentions (and in fact the NPC notes mostly have this built in already - the NPCs are the breadcrumbs for the PCs to follow). NPCs shouldn't always be doing nothing waiting to be spoken to - this isn't a videogame - they can be active and approach the PCs first if you want. 2. Crossroads. When travelling between locations tell the PCs when they reach a crossroads and describe each choice - just like corridor junctions in a dungeon. The safe towns will be signposted, the more dangerous locations probably won't. Combine this with the next source: 3. The view. If the players reach a high point or foolishly leave the roads, describe the view, in particular landmarks (town, a vineyard, a windmill) . In some places this is described for you in the adventure. Within towns you can draw their attention to noteworthy buildings or features like a town square or a large and obviously important building (eg the burgomeister's house or a church). Use sounds just as much, and smells too - and since this is gothic horror use the description guidelines given in the module; really play up the creepiness of the more dangerous places. That brings us back to NPCs again. You can easily decide a particular NPC is passing by acting in an interesting way or making a noise, entering or leaving a building, or they may even come and speak to the party. shoak1's comment about sandbox making the DM more of a player is a feature not a bug. In sandbox the DM is much more reactive and the shape and narrative of the overall adventure is often constructed by the players. You can leave a lot of the adventure logistics to the players rather than working out logical options to give them, which will save you prep time. You are offering them a lego set rather than a rubix cube :) Let them make their own "adventures" and set their own quest goals. Try to end each session knowing where the party will head next - encourage them to make plans (any NPCs travelling with them can asks "where next" or you just ask them as DM) and then depending on time you can end the session as they leave the current location, or on the road with a wandering encounter, or just as they arrive at their destination. This gives you time to prep. Prep wise you can come up with any set-pieces you think will be particularly nice, decide what you need to describe and which NPCs wil be most pro-active. Try not to over-prep though - instead read around about NPC and sandbox improv techniques so that you feel confident in reacting to the players plans and decisions (again best way to do this is really get to know the NPCs and the locations). If the party goes somewhere too tough for them make sure they know it early and give them a chance to escape. Remember that most monsters have goals other than "kill the party" and lots of them just want the PCs to leave them alone - they will fight to force them away but won't pursue. To them the PCs are just an amusing minor annoyance until they get to a level high enough to threaten them. If the players really get in trouble you can always have Strahd show up and tell the monster "not yet...". Do have a backup plan though for introducing new party members, as there is a much higher chance of death than you may be used to. Tell the players this before you start and maybe have them roll up a backup character sheet each. I highly recommend reading about the well-known West Marches campaign : [URL]http://arsludi.lamemage.com/index.php/78/grand-experiments-west-marches/[/URL] CoS is not as much of a pure sandbox as West Marches, but that account will still be a good primer and hopefully very inspirational. Sandbox play can be refreshing and very rewarding both for players and DM and the best approach is to really embrace it. [/QUOTE]
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