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Gygaxian Sandbox Campaign - Good Advice?
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<blockquote data-quote="Jack7" data-source="post: 5770979" data-attributes="member: 54707"><p>Glad to help S'mon, if I did.</p><p></p><p>I'll tell ya something else we used to do a lot that I kinda saw disappear from later versions of the game. Hirelings and animal use, both of which are extremely useful for good teams. </p><p></p><p>A team of wilderness adventurers with good dogs, or maybe even falcons, is a big help. Fighters with good and well trained steeds, an excellent advantage.</p><p></p><p>Animals and hirelings with magical properties not only provide unique advantages to the owner, but to the whole team and can be arranged in such a way as to be gained as Treasure or as a Quest Reward.</p><p></p><p>A Wizard's familiar, a Paladin's warhorse, a Thief's pet boa, a Druid's wolf, a Ranger's mastiff, etc. All can provide valuable help not just to the owner but to the whole group.</p><p></p><p>Good hirelings, well treated and rewarded also make loyal friends and back-up and can even be played as back-up when visitors want to try out your group.</p><p></p><p>One of my teams had a very loyal Fighter/Thief hireling NPC (an orphan) who regularly adventured with the party and I played him sometimes (as DM) and the party played sometimes. After the team's theif was kileld in an ambush that NPC became the party's new Thief. He was already broken in, experienced, well trained, and the group liked and trusted him. </p><p></p><p>If the party starts to think of themselves as a real Team, instead of just a group of individuals who happen to be doing the same thing at the same time, <em>then anyone and everything in the team can be a real and useful asset.</em> Animals, hirelings, allies, advisers, etc.</p><p></p><p>But the players have to think and act like a Team.</p><p></p><p>Good luck.</p></blockquote><p></p>
[QUOTE="Jack7, post: 5770979, member: 54707"] Glad to help S'mon, if I did. I'll tell ya something else we used to do a lot that I kinda saw disappear from later versions of the game. Hirelings and animal use, both of which are extremely useful for good teams. A team of wilderness adventurers with good dogs, or maybe even falcons, is a big help. Fighters with good and well trained steeds, an excellent advantage. Animals and hirelings with magical properties not only provide unique advantages to the owner, but to the whole team and can be arranged in such a way as to be gained as Treasure or as a Quest Reward. A Wizard's familiar, a Paladin's warhorse, a Thief's pet boa, a Druid's wolf, a Ranger's mastiff, etc. All can provide valuable help not just to the owner but to the whole group. Good hirelings, well treated and rewarded also make loyal friends and back-up and can even be played as back-up when visitors want to try out your group. One of my teams had a very loyal Fighter/Thief hireling NPC (an orphan) who regularly adventured with the party and I played him sometimes (as DM) and the party played sometimes. After the team's theif was kileld in an ambush that NPC became the party's new Thief. He was already broken in, experienced, well trained, and the group liked and trusted him. If the party starts to think of themselves as a real Team, instead of just a group of individuals who happen to be doing the same thing at the same time, [I]then anyone and everything in the team can be a real and useful asset.[/I] Animals, hirelings, allies, advisers, etc. But the players have to think and act like a Team. Good luck. [/QUOTE]
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