thecasualoblivion
First Post
EDIT- and a "sorry for the hijack" to the OP
No problem. I prefer making my own adventures, but were talking about the same things otherwise.
EDIT- and a "sorry for the hijack" to the OP
I've thought about this as well, but I don't think that my current group would do well with this. They kinda like a (loose) set of rails to guide them. they like the AP paradigm as well, since they've stated explicitly that like the way the stories unfold and that, while they know they are on a "track" or path, they feel like they are part of making it.However, I 'm really leaning toward running a game in true Wilderlands/sandbox style where the world is out there, and the players have to go get it! (And while I may provide a clue here or there about rumors of great danger or treasure, essentially, it's up to the players to go explore wherever they want.)
Finding good published adventure sites ("plug in and play") would make it easier for me to run such a game.
No problem. I prefer making my own adventures, but were talking about the same things otherwise.
I I was curious as to what you (JeffB) think are the best published adventures that fit your style of play.
DaveMage said:However, I 'm really leaning toward running a game in true Wilderlands/sandbox style where the world is out there, and the players have to go get it! (And while I may provide a clue here or there about rumors of great danger or treasure, essentially, it's up to the players to go explore wherever they want.)
As a sidenote, I really do think that Thunderspire can easily be turned into a sandbox underground.
I've thought about this as well, but I don't think that my current group would do well with this.
I'm not that quick of a thinker though these days- a child/children will do that to you![]()
2. I'm thinking along the lines of a halfway point between adventure path and sandbox. Kind of an episodic, location based story. Instead of a big sandbox, a series of small sandboxes. Instead of an adventure path, focus the story episodically on events and locations which happen independantly from but can be influnced by player actions.
3. Episodic breaks, not unlike pulp S&S novels. Keep character progression based on the treasure parcels system, but give out more treasure during the adventure, which by DM decree will be blown by the PCs(the PCs are encouraged to tell how this happens) before they start the next episode penniless and in search of adventure.
Honestly, the only thing 4e uses money for is purchasing/making weapons, and buying/casting rituals (the 3e equivalent of spell component costs).Of course, I don't know a thing about 4E, so it might be a bit more difficult to pull off. *shrug* But at least up through 3.x it's not especially difficult.