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DMG 2024: Is The Sandbox Campaign Dead?
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<blockquote data-quote="Oryzarius" data-source="post: 9558706" data-attributes="member: 61736"><p>It seems to me that WotC has the perfect opportunity to address this issue within their publishing line. They would love to sell core-like rulebooks on a regular basis, but can't update their core products on the same kind of schedule as, say, car manufacturers or couture fashion mavens.</p><p></p><p>So why not make one of their big hardbacks be a "sandbox workshop"? Offer a reasonably confined setting, say a barony or the like, with points of interest and major NPCs described. Then talk about how to create a setting that responds to the players rather than expecting a pre-choreographed plotline. Offer lots of sketches of possible adventures and consequences, perhaps with different chapters for different components of plot ("Settling the Wilderness", "Peacemaking Among the Nobility", "Delving for Secrets", etc.). Provide a set of evil factions within the setting, and stat them up at differing levels of ability for whether the PCs take them on early in the campaign or neglect them until later (when they've had time to fester and grow). Offer goals and timelines for those factions, with the way they'll alter the setting if unopposed (and what new adventure seeds are sown by those actions). And, of course, invite DMs to make it their own by picking, choosing, and innovating.</p><p></p><p>In other words, make it a DMG-supplement which specifically focuses on teaching sandbox-building, but with typical D&D art and production values. I already run sandboxes, but I'd buy it in a heartbeat.</p></blockquote><p></p>
[QUOTE="Oryzarius, post: 9558706, member: 61736"] It seems to me that WotC has the perfect opportunity to address this issue within their publishing line. They would love to sell core-like rulebooks on a regular basis, but can't update their core products on the same kind of schedule as, say, car manufacturers or couture fashion mavens. So why not make one of their big hardbacks be a "sandbox workshop"? Offer a reasonably confined setting, say a barony or the like, with points of interest and major NPCs described. Then talk about how to create a setting that responds to the players rather than expecting a pre-choreographed plotline. Offer lots of sketches of possible adventures and consequences, perhaps with different chapters for different components of plot ("Settling the Wilderness", "Peacemaking Among the Nobility", "Delving for Secrets", etc.). Provide a set of evil factions within the setting, and stat them up at differing levels of ability for whether the PCs take them on early in the campaign or neglect them until later (when they've had time to fester and grow). Offer goals and timelines for those factions, with the way they'll alter the setting if unopposed (and what new adventure seeds are sown by those actions). And, of course, invite DMs to make it their own by picking, choosing, and innovating. In other words, make it a DMG-supplement which specifically focuses on teaching sandbox-building, but with typical D&D art and production values. I already run sandboxes, but I'd buy it in a heartbeat. [/QUOTE]
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DMG 2024: Is The Sandbox Campaign Dead?
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