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General Tabletop Discussion
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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="redrick" data-source="post: 7083265" data-attributes="member: 6777696"><p>If you are running a sandbox adventure pre-seeded with mixed level challenges, players have to be prepared to run into problems that they are not ready for. This is something you should tell them in advance, as others have suggested.</p><p></p><p>Once the players know that their safety is not guaranteed, they will hopefully take precautions. This means being more thoughtful about exit strategy when entering a dungeon, taking more time to scout the kinds of challenges, researching the dungeon, etc. They should look for this information, and it's your job to make sure they have ways to find it. Also, when PCs start wandering into challenging areas, immediately start asking yourself about possible exit strategies, and get ready to drop hints/keep things open as a DM. Escape routes with doors that can be closed off, obstacles that can be knocked down behind fleeing PCs, ledges that can be jumped over with Feather Fall. (The Wizard took some escape spells, right?)</p><p></p><p>And yes, let the PCs get the crap kicked out of them. Let them need to run away. The point of a sandbox is the players needing to be more proactive. If that's not fun for you and your table, then just run it as a railroad or just tell the players what level each dungeon is as they enter it.</p></blockquote><p></p>
[QUOTE="redrick, post: 7083265, member: 6777696"] If you are running a sandbox adventure pre-seeded with mixed level challenges, players have to be prepared to run into problems that they are not ready for. This is something you should tell them in advance, as others have suggested. Once the players know that their safety is not guaranteed, they will hopefully take precautions. This means being more thoughtful about exit strategy when entering a dungeon, taking more time to scout the kinds of challenges, researching the dungeon, etc. They should look for this information, and it's your job to make sure they have ways to find it. Also, when PCs start wandering into challenging areas, immediately start asking yourself about possible exit strategies, and get ready to drop hints/keep things open as a DM. Escape routes with doors that can be closed off, obstacles that can be knocked down behind fleeing PCs, ledges that can be jumped over with Feather Fall. (The Wizard took some escape spells, right?) And yes, let the PCs get the crap kicked out of them. Let them need to run away. The point of a sandbox is the players needing to be more proactive. If that's not fun for you and your table, then just run it as a railroad or just tell the players what level each dungeon is as they enter it. [/QUOTE]
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How do players know they are in the "wrong" location in a sandbox campaign?
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