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General Tabletop Discussion
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Do You Prefer Sandbox or Party Level Areas In Your Game World?
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<blockquote data-quote="Imaculata" data-source="post: 8219812" data-attributes="member: 6801286"><p>This is very similar to how my sandbox works.</p><p></p><p>I have a map of the region (not the entire world), with known towns, outposts and uncharted islands. The players can take their ship to sail to any of these locations. I roll randomly for the weather each day, and based on the time it takes to travel anywhere, I roll for random sea encounters.</p><p></p><p>Once the players have arrived at their destination, they can venture into a town, where upon I roll for random city encounters. But they can also go exploring uncharted areas.</p><p></p><p>Exploration is done on a map of the island with a grid. The shape of the island is a given (since sailors charted it decades ago), and some landmarks, such as towns and mountains may already be known. But everything else is for the players to discover. Each cell on the grid represents 1 hour of travel, for which I roll a random encounter. Random encounters however do not always mean fights. They can also include discoveries, such as new land features (rivers, ruins, forests, swamps), important locations and new landmarks. I update the map accordingly. I want my players to feel like the old daring explorers of yore.</p><p></p><p>The players can also run into powerful opponents, both at sea (sea monsters) and on land. Some of these may be too powerful for them to deal with, but I always foreshadow such threats and offer a means of avoiding combat; the players can always choose to flee. Some opponents may then chase them, which is also very exciting. This organically creates memorable moments.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 8219812, member: 6801286"] This is very similar to how my sandbox works. I have a map of the region (not the entire world), with known towns, outposts and uncharted islands. The players can take their ship to sail to any of these locations. I roll randomly for the weather each day, and based on the time it takes to travel anywhere, I roll for random sea encounters. Once the players have arrived at their destination, they can venture into a town, where upon I roll for random city encounters. But they can also go exploring uncharted areas. Exploration is done on a map of the island with a grid. The shape of the island is a given (since sailors charted it decades ago), and some landmarks, such as towns and mountains may already be known. But everything else is for the players to discover. Each cell on the grid represents 1 hour of travel, for which I roll a random encounter. Random encounters however do not always mean fights. They can also include discoveries, such as new land features (rivers, ruins, forests, swamps), important locations and new landmarks. I update the map accordingly. I want my players to feel like the old daring explorers of yore. The players can also run into powerful opponents, both at sea (sea monsters) and on land. Some of these may be too powerful for them to deal with, but I always foreshadow such threats and offer a means of avoiding combat; the players can always choose to flee. Some opponents may then chase them, which is also very exciting. This organically creates memorable moments. [/QUOTE]
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