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<blockquote data-quote="Blackbrrd" data-source="post: 5162022" data-attributes="member: 63962"><p>My first thought is that I have tried to run a campaign like you are describing - and really it's very hard. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Personally I HATE dungeons and if you can run a campaign without a single one I really think you are doing a good job. <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=":)" /> </p><p></p><p>I have just run Scouring of Gate Pass (first module of War of the Burning Sky) and I think it's a very good module with a city as it's setting. It has a good mix of encounters: skill challenges, planned combat's and ambushes. In addition there is quite a lot of options for how the players want to solve their problems. There are a lot of small twists to the story.</p><p></p><p>What you have to be aware of - in addition to the encounter balancing mentioned above - is that you have no clear-cut story. When you don't have that it's very easy for your players to get stuck not doing ANYTHING. To avoid these situations, be ready to spring something on the players. Don't let them have the initiative all the time. Poke and prod them until you get a reaction. It's fun, both for you and the players. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>Create NPC's that are memorable in some way. Eccentric, mean, tough or whatever. Give the characters some allies, enemies and some people they can make enemies - or allies with. It's important that they players feel attached to them in some way.</p><p></p><p>A sandbox isn't an excuse for sitting back and waiting for the players to take initiative. Make things happen. If the players take initiative reward it and escalate, broadening their options and making them ponder their decisions. If there are no hard choices, it isn't really that interesting.</p><p></p><p>... And good luck. From your post I get an attitude that suits a DM. Bringing energy to the table is very good for getting something back from your players. <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=":)" /></p></blockquote><p></p>
[QUOTE="Blackbrrd, post: 5162022, member: 63962"] My first thought is that I have tried to run a campaign like you are describing - and really it's very hard. ;) Personally I HATE dungeons and if you can run a campaign without a single one I really think you are doing a good job. :) I have just run Scouring of Gate Pass (first module of War of the Burning Sky) and I think it's a very good module with a city as it's setting. It has a good mix of encounters: skill challenges, planned combat's and ambushes. In addition there is quite a lot of options for how the players want to solve their problems. There are a lot of small twists to the story. What you have to be aware of - in addition to the encounter balancing mentioned above - is that you have no clear-cut story. When you don't have that it's very easy for your players to get stuck not doing ANYTHING. To avoid these situations, be ready to spring something on the players. Don't let them have the initiative all the time. Poke and prod them until you get a reaction. It's fun, both for you and the players. :D Create NPC's that are memorable in some way. Eccentric, mean, tough or whatever. Give the characters some allies, enemies and some people they can make enemies - or allies with. It's important that they players feel attached to them in some way. A sandbox isn't an excuse for sitting back and waiting for the players to take initiative. Make things happen. If the players take initiative reward it and escalate, broadening their options and making them ponder their decisions. If there are no hard choices, it isn't really that interesting. ... And good luck. From your post I get an attitude that suits a DM. Bringing energy to the table is very good for getting something back from your players. :) [/QUOTE]
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