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How do you sandbox ?
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<blockquote data-quote="Imaculata" data-source="post: 8241046" data-attributes="member: 6801286"><p>My sandbox campaigns are confined to a specific area. They are not the entire world. This area can be a region of the world, a country or even as small as one city, or one building. But within this space the players are free to go as they like.</p><p></p><p>I present multiple clues and plothooks to my players, which often share some plot connections or are part of the main plot in some way. The main plot is usually in the background, but occasionally parts of it will be brought into the light. The players are not obligated to chase any of the hooks, but the plot responds to their actions, even if that action is ignoring the plot. The plot can continue without the players, creating the feeling of a living breathing world.</p><p></p><p>The plot does not rely on any singular villain. And so I can introduce many disposable villains, without fear of their lives ending suddenly. I keep the main threat off the stage until I feel the end of the campaign is near.</p><p></p><p>I use dozens of random tables to inject a large variety of encounters into the campaign, based on their location and the type of environment they are in. I have city encounters, coastal, jungle, sea and underwater encounters. I even have interdimensional encounters.</p><p></p><p>Exploration is very important to me, so among the random tables are also discoveries. These include obstacles, geographical features, ruins, settlements, dungeons and landmarks.</p><p></p><p>I also roll randomly to determine the weather and wind direction, plus the movements of sea monsters.</p><p></p><p>These sort of campaigns require a ton of prep before we start playing, but once prepared I am able to run most of it without further prep. I do need to make maps for upcoming battles or new locations my players visit, which means also prepping monsters and npc's. All in all it is a lot of work, but very fulfilling.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 8241046, member: 6801286"] My sandbox campaigns are confined to a specific area. They are not the entire world. This area can be a region of the world, a country or even as small as one city, or one building. But within this space the players are free to go as they like. I present multiple clues and plothooks to my players, which often share some plot connections or are part of the main plot in some way. The main plot is usually in the background, but occasionally parts of it will be brought into the light. The players are not obligated to chase any of the hooks, but the plot responds to their actions, even if that action is ignoring the plot. The plot can continue without the players, creating the feeling of a living breathing world. The plot does not rely on any singular villain. And so I can introduce many disposable villains, without fear of their lives ending suddenly. I keep the main threat off the stage until I feel the end of the campaign is near. I use dozens of random tables to inject a large variety of encounters into the campaign, based on their location and the type of environment they are in. I have city encounters, coastal, jungle, sea and underwater encounters. I even have interdimensional encounters. Exploration is very important to me, so among the random tables are also discoveries. These include obstacles, geographical features, ruins, settlements, dungeons and landmarks. I also roll randomly to determine the weather and wind direction, plus the movements of sea monsters. These sort of campaigns require a ton of prep before we start playing, but once prepared I am able to run most of it without further prep. I do need to make maps for upcoming battles or new locations my players visit, which means also prepping monsters and npc's. All in all it is a lot of work, but very fulfilling. [/QUOTE]
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