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DMing, Sandboxes, and Boring Dungeons. HELP
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<blockquote data-quote="mips42" data-source="post: 6356171" data-attributes="member: 6746242"><p>Welcome to the board, to DM'ing and well met! You've gotten some good advice already but I'll throw in my two cents as well.</p><p> I a lot of ways, a Sandbox-type adventure is harder to run than a straight delve. It's because you need to know what's happening in your adventure and why it's happening.</p><p> Let's say you've got a ruler and his brother who are vying for the throne of the land ad one of them decides to win at any cost so they choose to throw in with a underworld crime lord.</p><p> One side, we'll go Ruler, is 'playing by the rules' and the other isn't. Does the Ruler KNOW his brother has decided to assassinate him to take the throne by force? If so, what is HE willing to do to prevent it? What happens if the Ruler wins? What happens if the brother wins? Can the players stop the plot and, if so, how?</p><p> Once you've decided on your overplot, start asking yourself these types of questions so that, when your players ask (and they will), you know the answer.</p><p> Does that mean that they'll never be in a 'dungeon'? no. But it does mean that, when they are, there's a good, story-backed reason for it and, in theory, they'll care about being there.</p><p> Another thing that I find helps me a lot is a timeline of events that are going to happen whether the players are involved or not. This helps with the 'it's a living world that is not centered on you' feeling.</p><p> Finally, as has been said, DM'ing is a skill and it can be hard to level up that skill. Keep at it!</p></blockquote><p></p>
[QUOTE="mips42, post: 6356171, member: 6746242"] Welcome to the board, to DM'ing and well met! You've gotten some good advice already but I'll throw in my two cents as well. I a lot of ways, a Sandbox-type adventure is harder to run than a straight delve. It's because you need to know what's happening in your adventure and why it's happening. Let's say you've got a ruler and his brother who are vying for the throne of the land ad one of them decides to win at any cost so they choose to throw in with a underworld crime lord. One side, we'll go Ruler, is 'playing by the rules' and the other isn't. Does the Ruler KNOW his brother has decided to assassinate him to take the throne by force? If so, what is HE willing to do to prevent it? What happens if the Ruler wins? What happens if the brother wins? Can the players stop the plot and, if so, how? Once you've decided on your overplot, start asking yourself these types of questions so that, when your players ask (and they will), you know the answer. Does that mean that they'll never be in a 'dungeon'? no. But it does mean that, when they are, there's a good, story-backed reason for it and, in theory, they'll care about being there. Another thing that I find helps me a lot is a timeline of events that are going to happen whether the players are involved or not. This helps with the 'it's a living world that is not centered on you' feeling. Finally, as has been said, DM'ing is a skill and it can be hard to level up that skill. Keep at it! [/QUOTE]
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