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How much prep do I need for a sandbox?
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<blockquote data-quote="Ourph" data-source="post: 4713503" data-attributes="member: 20239"><p>First, there are quite a few places in the Nentir Vale that can be expanded for adventuring (Temple of the Yellow Skull, Raven's Roost, the tombs beneath Fallcrest, etc.). For each of those I would either a) find an appropriately themed published adventure to stick in at that location and reskin whatever needs to be reskinned; or b) create two or three set-piece encounters for each location with interesting terrain, monster combinations and treasure then 5-6 more "normal" encounters with groups of monsters that make sense for the surroundings (i.e. human bandit minions in Raven's Roost, cultists at the TotYS). You might also want to create a small wandering monster chart for each location and its surrounding area. Come up with a few seeds to plant with the PCs that might make them interested in visiting these places.</p><p></p><p>Second, come up with a dozen or so things that happen based on current events over the next month in the campaign area. These are things that could be expanded into further adventures if the PCs show an interest. Again, prepublished adventures are good here if you can reskin them and slot them into the setting. Otherwise, there are numerous threads on ENworld with ideas for adventure seeds. Just pick a few of them and work them into the fabric of the campaign. These can either lead to preset location-based adventures or they can be investigative/exploration adventures where the PCs are traveling around the Vale encountering various NPCs and monsters.</p><p></p><p>Third, and this is probably most important, ask the players what they think should be happening in the campaign. Players always have notions about what certain bits of campaign info mean or how certain groups or individuals might be reacting to campaign events. Mine the player's brains for good ideas and inspiration.</p></blockquote><p></p>
[QUOTE="Ourph, post: 4713503, member: 20239"] First, there are quite a few places in the Nentir Vale that can be expanded for adventuring (Temple of the Yellow Skull, Raven's Roost, the tombs beneath Fallcrest, etc.). For each of those I would either a) find an appropriately themed published adventure to stick in at that location and reskin whatever needs to be reskinned; or b) create two or three set-piece encounters for each location with interesting terrain, monster combinations and treasure then 5-6 more "normal" encounters with groups of monsters that make sense for the surroundings (i.e. human bandit minions in Raven's Roost, cultists at the TotYS). You might also want to create a small wandering monster chart for each location and its surrounding area. Come up with a few seeds to plant with the PCs that might make them interested in visiting these places. Second, come up with a dozen or so things that happen based on current events over the next month in the campaign area. These are things that could be expanded into further adventures if the PCs show an interest. Again, prepublished adventures are good here if you can reskin them and slot them into the setting. Otherwise, there are numerous threads on ENworld with ideas for adventure seeds. Just pick a few of them and work them into the fabric of the campaign. These can either lead to preset location-based adventures or they can be investigative/exploration adventures where the PCs are traveling around the Vale encountering various NPCs and monsters. Third, and this is probably most important, ask the players what they think should be happening in the campaign. Players always have notions about what certain bits of campaign info mean or how certain groups or individuals might be reacting to campaign events. Mine the player's brains for good ideas and inspiration. [/QUOTE]
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