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General Tabletop Discussion
*Dungeons & Dragons
How do players know they are in the "wrong" location in a sandbox campaign?
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<blockquote data-quote="Charles Rampant" data-source="post: 7083622" data-attributes="member: 32659"><p>Hey!</p><p></p><p>As [MENTION=29398]Lanefan[/MENTION] above notes, the first thing to observe is that Princes is not that sandboxy. It would be more accurately described as a megadungeon split into many parts; there are thirteen dungeons (Air, Earth, Water, Fire each x3, Fane) and a plot that moves the party into first interacting with the dungeon. My biggest disappointment while DMing it was that there was really no reason for the party to ever leave the dungeon; it's hard to build drama around the destruction of Womford if the players react to it by simply saying, "Ever onward!", rather than leaving to deal with the aftermath. </p><p></p><p>I suggest three things:</p><p></p><p>1) Make it clear that the adventure is actually very difficult, and that TPKs are very likely if the party move incautiously. My group were given this advice, and still got 2 TPKs, one saved by the Feathergale Knights tossing them off to be rescued by Aaracokra. I don't think that simply warning them is enough, safe to say.</p><p></p><p>2) Drag the party out of the dungeon. Have them meet starmetal doors that open portals to the elemental plane of fire, and only openable by a special key that you seed elsewhere in the valley. That'll get them out of the dungeon, let them lose the laser-focus on finishing one cult (very easy to acquire), and let you bring in roleplaying and travelling sections that otherwise might be totally lacking. </p><p></p><p>3) Overlevel them. Heresy, I know! However, if the group are a bit too strong then the worst that happens is they scorn the encounters; being too weak makes them hate the campaign...</p></blockquote><p></p>
[QUOTE="Charles Rampant, post: 7083622, member: 32659"] Hey! As [MENTION=29398]Lanefan[/MENTION] above notes, the first thing to observe is that Princes is not that sandboxy. It would be more accurately described as a megadungeon split into many parts; there are thirteen dungeons (Air, Earth, Water, Fire each x3, Fane) and a plot that moves the party into first interacting with the dungeon. My biggest disappointment while DMing it was that there was really no reason for the party to ever leave the dungeon; it's hard to build drama around the destruction of Womford if the players react to it by simply saying, "Ever onward!", rather than leaving to deal with the aftermath. I suggest three things: 1) Make it clear that the adventure is actually very difficult, and that TPKs are very likely if the party move incautiously. My group were given this advice, and still got 2 TPKs, one saved by the Feathergale Knights tossing them off to be rescued by Aaracokra. I don't think that simply warning them is enough, safe to say. 2) Drag the party out of the dungeon. Have them meet starmetal doors that open portals to the elemental plane of fire, and only openable by a special key that you seed elsewhere in the valley. That'll get them out of the dungeon, let them lose the laser-focus on finishing one cult (very easy to acquire), and let you bring in roleplaying and travelling sections that otherwise might be totally lacking. 3) Overlevel them. Heresy, I know! However, if the group are a bit too strong then the worst that happens is they scorn the encounters; being too weak makes them hate the campaign... [/QUOTE]
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How do players know they are in the "wrong" location in a sandbox campaign?
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