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How do players know they are in the "wrong" location in a sandbox campaign?
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<blockquote data-quote="MerricB" data-source="post: 7083134" data-attributes="member: 3586"><p>As [MENTION=29398]Lanefan[/MENTION] mentions, part of being in a sandbox is the ability to make poor choices. But one of the chief things that makes for a <em>good</em> sandbox is the ability to make informed choices and avoid the dangerous areas.</p><p></p><p>Yes, occasionally characters learn this by going into an area and getting whomped by whatever lives there and fleeing... The trick is that they need to be able to flee. "Turn left and get killed by a Red Dragon, no save" doesn't make for good adventuring.</p><p></p><p>Princes of the Apocalypse has a problem in that the characters can be following the story and end up in very dangerous areas, which make <em>perfect</em> sense for them to be in as they follow the clues. This is a problem. The solution is, as the DM, to throw the option of numerous side-quests at them. (There are several in the PotA book, but you'll probably want to invent more). </p><p></p><p>Yes, they're able to go to the Wind Temple, but if there's immediate trouble in other locations, then they can be distracted away from the area which they can't handle yet.</p><p></p><p>So: provide side-quests for the players to go on, and make them want to go on them. That way, the characters can gain enough levels to properly deal with the dangerous areas. </p><p></p><p>Cheers!</p></blockquote><p></p>
[QUOTE="MerricB, post: 7083134, member: 3586"] As [MENTION=29398]Lanefan[/MENTION] mentions, part of being in a sandbox is the ability to make poor choices. But one of the chief things that makes for a [i]good[/i] sandbox is the ability to make informed choices and avoid the dangerous areas. Yes, occasionally characters learn this by going into an area and getting whomped by whatever lives there and fleeing... The trick is that they need to be able to flee. "Turn left and get killed by a Red Dragon, no save" doesn't make for good adventuring. Princes of the Apocalypse has a problem in that the characters can be following the story and end up in very dangerous areas, which make [i]perfect[/i] sense for them to be in as they follow the clues. This is a problem. The solution is, as the DM, to throw the option of numerous side-quests at them. (There are several in the PotA book, but you'll probably want to invent more). Yes, they're able to go to the Wind Temple, but if there's immediate trouble in other locations, then they can be distracted away from the area which they can't handle yet. So: provide side-quests for the players to go on, and make them want to go on them. That way, the characters can gain enough levels to properly deal with the dangerous areas. Cheers! [/QUOTE]
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How do players know they are in the "wrong" location in a sandbox campaign?
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