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<blockquote data-quote="SpiritOfFire" data-source="post: 6356186" data-attributes="member: 6778247"><p>Oh wow, lots of stuff in the replies. </p><p></p><p><span style="color: #3E3E3E"><strong>Ravenheart87</strong></span></p><p><span style="color: #3E3E3E">When you mention the player's drawning their own maps, do you mean have the players play cartographer based on what they experience? I mean...if this works, it could be an amazing way to engage the players while reducing my work!</span></p><p><span style="color: #3E3E3E"></span></p><p><span style="color: #3E3E3E">How would you determine which enemies and allies get caught in say... a blast 3 spell?</span></p><p><span style="color: #3E3E3E"></span></p><p><span style="color: #3E3E3E">Also, I'm not sure what to make of the sources you posted. Are the settings stuff I can just plug right into D&D 5e?</span></p><p><span style="color: #3E3E3E"></span></p><p><span style="color: #3E3E3E"></span></p><p><span style="color: #3E3E3E"><strong>Reynard</strong></span></p><p><span style="color: #3E3E3E">Yeah! The town hub was really my favorite part with lots of things to look into. But I felt like it ended too fast. I only have a little over a dungeon left. I just wish the town hub style was the meat and largest portion of the adventure rather than the dungeon crawls leading and ending at the mine. </span></p><p><span style="color: #3E3E3E"></span></p><p><span style="color: #3E3E3E">Also, I've strongly been considering an opposing party (as opposed to just a rival). I kind of ad libbed some stuff due to a player acting in some pretty interesting and unanticipated way with the enemy, so it'd be perfect and I'd like to see it happen, but I'm gonna have to power up the monsters. I'm thinking of turning them into full fledged characters, but I'm afraid this will feel too... PVP? I mean, they'll be able to heal when members are unconscious and stuff right? Also, the basic rules are so....basic. They'll feel like a copy of the players' group lol. </span></p><p><span style="color: #3E3E3E"></span></p><p><span style="color: #3E3E3E"><strong>All</strong></span><strong><span style="color: #3E3E3E"></span></strong></p><p><strong><span style="color: #3E3E3E"></span></strong><span style="color: #3E3E3E">Man, it seems so scary to go in without knowing much. I've like to have EVERYTHING ready and planned out, but that's that not going to be feasible if it's truly a sandbox. Urg, I guess I have to try it...hopefully it wont be god awful for the players >.< I hate it when I freeze because I don't know the answer. </span></p><p><span style="color: #3E3E3E"></span></p><p><span style="color: #3E3E3E">The background/motivations, and world events are stuff I really dig. I can't really think of anything amazing though, so I guess campaign settings are a way to go? At the same time, It'd be really neat to have the players continue on past the starter set. Is there anything like that I can use for the sword coast?</span><span style="color: #3E3E3E"></span></p><p><span style="color: #3E3E3E"></span></p></blockquote><p></p>
[QUOTE="SpiritOfFire, post: 6356186, member: 6778247"] Oh wow, lots of stuff in the replies. [COLOR=#3E3E3E][B]Ravenheart87[/B] When you mention the player's drawning their own maps, do you mean have the players play cartographer based on what they experience? I mean...if this works, it could be an amazing way to engage the players while reducing my work! How would you determine which enemies and allies get caught in say... a blast 3 spell? Also, I'm not sure what to make of the sources you posted. Are the settings stuff I can just plug right into D&D 5e? [B]Reynard[/B] Yeah! The town hub was really my favorite part with lots of things to look into. But I felt like it ended too fast. I only have a little over a dungeon left. I just wish the town hub style was the meat and largest portion of the adventure rather than the dungeon crawls leading and ending at the mine. Also, I've strongly been considering an opposing party (as opposed to just a rival). I kind of ad libbed some stuff due to a player acting in some pretty interesting and unanticipated way with the enemy, so it'd be perfect and I'd like to see it happen, but I'm gonna have to power up the monsters. I'm thinking of turning them into full fledged characters, but I'm afraid this will feel too... PVP? I mean, they'll be able to heal when members are unconscious and stuff right? Also, the basic rules are so....basic. They'll feel like a copy of the players' group lol. [B]All[/B][/COLOR][B][COLOR=#3E3E3E] [/COLOR][/B][COLOR=#3E3E3E]Man, it seems so scary to go in without knowing much. I've like to have EVERYTHING ready and planned out, but that's that not going to be feasible if it's truly a sandbox. Urg, I guess I have to try it...hopefully it wont be god awful for the players >.< I hate it when I freeze because I don't know the answer. The background/motivations, and world events are stuff I really dig. I can't really think of anything amazing though, so I guess campaign settings are a way to go? At the same time, It'd be really neat to have the players continue on past the starter set. Is there anything like that I can use for the sword coast?[/COLOR][COLOR=#3E3E3E] [/COLOR] [/QUOTE]
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