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Gygaxian Sandbox Campaign - Good Advice?
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<blockquote data-quote="steeldragons" data-source="post: 5769244" data-attributes="member: 92511"><p>Cool. Let's discuss. <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></p><p></p><p>Yes. Designating one or two of the players to keep track of where the PCs are and have been is, to my mind, certianly not making the players "work hard". The characters should have a basic knowledge of their surroundings. Not to mention, it might be a good activity for those with a lower attention span...keep them focused.</p><p></p><p></p><p></p><p>That's up to the individual players. I would certainly mention it as something they might want to do. Then each player can decide what/how much they think is relavent to record for their PCs to know/remember.</p><p></p><p></p><p></p><p>Absolutely! That's not the DMs job! </p><p></p><p></p><p></p><p>I think, for a DM's own sanity, one of the best bits of advice for this is to not detail <em>every</em>where/anywhere too far out of region the PCs are in from the start. This leaves the sandbox...sandboxy <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=":)" /> and allows you, the DM, to generate additional plot devices (neighboring kingdoms -be they allies or enemies, areas where bandits might have a hideout, where the local dragon lairs, where the legendary treasure of X is hidden, the biggest city, dwarven mines, etc. etc. etc.) as needed.</p><p></p><p>It also heightens the "exploration" element of the game, which might be useful for keeping players interested and questioning "what's next? what's over that ridge? where's that castle the NPC mentioned?" etc.</p><p></p><p></p><p></p><p>I find teleporting in a half dozen ice devils tends to lend some...focus for a distracted, aimlessly rambling, arguing or just plain dragging their heels group. <img src="http://www.enworld.org/forum/images/smilies/devil.png" class="smilie" loading="lazy" alt=":devil:" title="Devil :devil:" data-shortname=":devil:" /> Ok, so I really only ever did that once...and I was a young DM at the time.</p><p></p><p>Seriously, I do not think these sorts of "DM fiat punishments" (even if used rarely/reservedly for extreme situations) add to anyone's fun. If the players are complaining about a lack of action or seem bored, sure "DM up" an encounter you hadn't planned or something to take the party by surprise.</p><p></p><p>But lightning bolts form the sky as a "player punishment", I really don't think it is useful and basically just sows descent and hard feelings toward the DM...which then lends itself to enforcing the "DM vs/against the Players" (not the PC's! The Players!) mode of play which I, personally, do not find enjoyable.</p><p></p><p>If you really need some kind of "punishment" system in place to keep your players in line, then they simply should not be playing. Repeated bad player behavior, with adequate warnings given, should result in the player getting booted...until they are mature enough to not be "bad" at the table.</p><p></p><p></p><p></p><p>Your system sounds very reasonable. I also tend to keep magic items, while available, pretty much anything over a +3 is some kind of legendary/mythic device or weapon. When finding a +1 shield or a +2 dagger is a big deal...I think you have a great game. The oft commented about around here "making magic items feel magical." That's the kind of game I love.</p><p></p><p></p><p></p><p>Woah. Well...at first glance I immediately think 'yes.' But then, I suppose it depends. Has this ogre been lairing there for years and years? Raiding caravans and merchants on the road or repeated terrorizing a local town n' taking their stuff? No, I wouldn't say it was excessive in that case.</p><p></p><p>If this is just an ogre in one chamber of a dungeon or cave out in the wilderness/middle of nowhere...then...yeah. I'd say it's excessive.</p><p></p><p>IOW, where's that 2,000 gp coming from? If it makes sense the gre would have it, then great. If it doesn't then cut the treasure back.</p><p></p><p>Which basically goes to my opinions on "treasure placement" in general. Does it make sense? Should that warren of kobolds have a trove of 200 platinum pieces, 1,500 gp, a staff of the magi and a +4 battle axe? Mmmmm prrrrobably not. But if you can make it make sense in the game setting/world...go for it!</p><p></p><p>Very rarely do I have treasure resulting from <em>every</em> encounter. I generally make sure the PCs have/find dribs and drabs, enough to keep themselves going (basic operating costs, if you would- meals, a room at the inn, mounts, if necessary, etc..) and throw in a nice big "pay off" every now and again after a particularly big moment/battle/conclusion or just a complete random surprise (though these are particularly rare and usually entail whatever owned the surprise coming after the party, <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>That said:</p><p>1) Unless it's a coin purse on their person or weapons/items they are carrying and using, if you don't encounter a creature in their home/lair you are probably not getting their treasure.</p><p></p><p>B) If you do catch a creature in the home, you must take into account how intelligent or crafty the creature is. Is there just a piles of coins and gems sitting in the middle of the room? Is there a locked chest in the corner? A secret hiding space behind a shelf or tattered tapestry? Do they bury their treasure under their feet or keep it stuffed in their bedding? Just defeating a creature in their living quarters does not automatically mean you are going to find their cache. [Not wanting to "bog down" the game pace with overly detailed/time-consuming searches, but the hunt for a creature's treasure should allow for some fun for certain of the PCs - thieves, elves, dwarves, etc. all have various "detecting/noticing" special abilities that might give their character a moment to shine.]</p><p></p><p>And third) just to reiterate what I said before and reinforce its application to 1 & B, <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=";)" /> Placement and amount of treasure for any particular encounter should "make sense."</p><p> </p><p></p><p></p><p>If it helps you, then by all means use it. Like I said, I think your system for paring back the power of found magic weapons is a good one. So if taking the treasure pre-placed in a module helps you, then adjust as per your system (and makes sense <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=":)" /> and go with it.</p><p></p><p>Have fun and happy "bringin' back ye olde skool" gaming <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>--SD</p></blockquote><p></p>
[QUOTE="steeldragons, post: 5769244, member: 92511"] Cool. Let's discuss. :D Yes. Designating one or two of the players to keep track of where the PCs are and have been is, to my mind, certianly not making the players "work hard". The characters should have a basic knowledge of their surroundings. Not to mention, it might be a good activity for those with a lower attention span...keep them focused. That's up to the individual players. I would certainly mention it as something they might want to do. Then each player can decide what/how much they think is relavent to record for their PCs to know/remember. Absolutely! That's not the DMs job! I think, for a DM's own sanity, one of the best bits of advice for this is to not detail [I]every[/I]where/anywhere too far out of region the PCs are in from the start. This leaves the sandbox...sandboxy :) and allows you, the DM, to generate additional plot devices (neighboring kingdoms -be they allies or enemies, areas where bandits might have a hideout, where the local dragon lairs, where the legendary treasure of X is hidden, the biggest city, dwarven mines, etc. etc. etc.) as needed. It also heightens the "exploration" element of the game, which might be useful for keeping players interested and questioning "what's next? what's over that ridge? where's that castle the NPC mentioned?" etc. I find teleporting in a half dozen ice devils tends to lend some...focus for a distracted, aimlessly rambling, arguing or just plain dragging their heels group. :devil: Ok, so I really only ever did that once...and I was a young DM at the time. Seriously, I do not think these sorts of "DM fiat punishments" (even if used rarely/reservedly for extreme situations) add to anyone's fun. If the players are complaining about a lack of action or seem bored, sure "DM up" an encounter you hadn't planned or something to take the party by surprise. But lightning bolts form the sky as a "player punishment", I really don't think it is useful and basically just sows descent and hard feelings toward the DM...which then lends itself to enforcing the "DM vs/against the Players" (not the PC's! The Players!) mode of play which I, personally, do not find enjoyable. If you really need some kind of "punishment" system in place to keep your players in line, then they simply should not be playing. Repeated bad player behavior, with adequate warnings given, should result in the player getting booted...until they are mature enough to not be "bad" at the table. Your system sounds very reasonable. I also tend to keep magic items, while available, pretty much anything over a +3 is some kind of legendary/mythic device or weapon. When finding a +1 shield or a +2 dagger is a big deal...I think you have a great game. The oft commented about around here "making magic items feel magical." That's the kind of game I love. Woah. Well...at first glance I immediately think 'yes.' But then, I suppose it depends. Has this ogre been lairing there for years and years? Raiding caravans and merchants on the road or repeated terrorizing a local town n' taking their stuff? No, I wouldn't say it was excessive in that case. If this is just an ogre in one chamber of a dungeon or cave out in the wilderness/middle of nowhere...then...yeah. I'd say it's excessive. IOW, where's that 2,000 gp coming from? If it makes sense the gre would have it, then great. If it doesn't then cut the treasure back. Which basically goes to my opinions on "treasure placement" in general. Does it make sense? Should that warren of kobolds have a trove of 200 platinum pieces, 1,500 gp, a staff of the magi and a +4 battle axe? Mmmmm prrrrobably not. But if you can make it make sense in the game setting/world...go for it! Very rarely do I have treasure resulting from [I]every[/I] encounter. I generally make sure the PCs have/find dribs and drabs, enough to keep themselves going (basic operating costs, if you would- meals, a room at the inn, mounts, if necessary, etc..) and throw in a nice big "pay off" every now and again after a particularly big moment/battle/conclusion or just a complete random surprise (though these are particularly rare and usually entail whatever owned the surprise coming after the party, ;). That said: 1) Unless it's a coin purse on their person or weapons/items they are carrying and using, if you don't encounter a creature in their home/lair you are probably not getting their treasure. B) If you do catch a creature in the home, you must take into account how intelligent or crafty the creature is. Is there just a piles of coins and gems sitting in the middle of the room? Is there a locked chest in the corner? A secret hiding space behind a shelf or tattered tapestry? Do they bury their treasure under their feet or keep it stuffed in their bedding? Just defeating a creature in their living quarters does not automatically mean you are going to find their cache. [Not wanting to "bog down" the game pace with overly detailed/time-consuming searches, but the hunt for a creature's treasure should allow for some fun for certain of the PCs - thieves, elves, dwarves, etc. all have various "detecting/noticing" special abilities that might give their character a moment to shine.] And third) just to reiterate what I said before and reinforce its application to 1 & B, ;) Placement and amount of treasure for any particular encounter should "make sense." If it helps you, then by all means use it. Like I said, I think your system for paring back the power of found magic weapons is a good one. So if taking the treasure pre-placed in a module helps you, then adjust as per your system (and makes sense :) and go with it. Have fun and happy "bringin' back ye olde skool" gaming :D --SD [/QUOTE]
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