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How to ease players into a sandbox style?
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<blockquote data-quote="Quickleaf" data-source="post: 5794092" data-attributes="member: 20323"><p>Good read, thanks. I like the part about including the PCs in designing the setting during play, it gave me a great idea about something I can do unique to the Planescape setting.</p><p></p><p></p><p>Heh. You know, barring extenuating circumstances, I'd have to agree. Now put "haunted" in front of woodland instead of "scrubby" and that % might drop some...But still I wonder why that is?</p><p></p><p></p><p>I think that the medium (e-mail) had something to do with it. But there I was trying to prep for next session* and I realized the PCs could go in 4 or 5 different directions, and they hadn't settled on anything cause the game ran late and we had to scoot quick after game. Therein lies the dilemma. After a game session winds down, usually it's late and no one wants to commit to a course of action (which could very well change at the start of next game). Yet setting a new course at the start of a session doesn't give me prep* time.</p><p></p><p>So when *do* I get to know the PCs moves in advance or do I? That does sound a little weird in reference to a sandbox, and I'm not referring to small decisions, I'm referring to the "we go to the Beastlands or Mechanus / scrubby woodlands or fetid swamp" kind of decisions.</p><p></p><p>* By "prep" I am referring largely to the kind of prep work you need to do before beginning a sandbox campaign. This is (a) a new group & new campaign, (b) conversion of 2e setting to 4e, and (c) I jumped in without having all this prep done before hand. So there's a lot of prep to do.</p><p></p><p></p><p>Well, there *are* plenty of chairs who don't follow that advice, but you wouldn't want to be one of those kind <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Quickleaf, post: 5794092, member: 20323"] Good read, thanks. I like the part about including the PCs in designing the setting during play, it gave me a great idea about something I can do unique to the Planescape setting. Heh. You know, barring extenuating circumstances, I'd have to agree. Now put "haunted" in front of woodland instead of "scrubby" and that % might drop some...But still I wonder why that is? I think that the medium (e-mail) had something to do with it. But there I was trying to prep for next session* and I realized the PCs could go in 4 or 5 different directions, and they hadn't settled on anything cause the game ran late and we had to scoot quick after game. Therein lies the dilemma. After a game session winds down, usually it's late and no one wants to commit to a course of action (which could very well change at the start of next game). Yet setting a new course at the start of a session doesn't give me prep* time. So when *do* I get to know the PCs moves in advance or do I? That does sound a little weird in reference to a sandbox, and I'm not referring to small decisions, I'm referring to the "we go to the Beastlands or Mechanus / scrubby woodlands or fetid swamp" kind of decisions. * By "prep" I am referring largely to the kind of prep work you need to do before beginning a sandbox campaign. This is (a) a new group & new campaign, (b) conversion of 2e setting to 4e, and (c) I jumped in without having all this prep done before hand. So there's a lot of prep to do. Well, there *are* plenty of chairs who don't follow that advice, but you wouldn't want to be one of those kind ;) [/QUOTE]
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