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I just played my first Rules Cyclopedia based game
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<blockquote data-quote="S'mon" data-source="post: 4529781" data-attributes="member: 463"><p>All the early B-series modules I own are site based and most are fully suitable for sandbox play.</p><p></p><p>B1 - abandoned former dungeon residence of 2 powerful adventurers. </p><p></p><p>B2 - The Keep, and caves full of Chaotic humanoids.</p><p></p><p>B3 - Orange version - former palace of elven princess, includes optional area map</p><p></p><p>B4 - PCs start lost in desert, find underground city/dungeon</p><p></p><p>B5 - forested hill, monastery, and labyrinth of Chaos critters, very like B2</p><p></p><p>B7 - the least sandboxy, an elven temple recently fallen to evil forces </p><p></p><p>B1, B2, B3 and B5 can be integrated into the same sandbox area with trivial ease. Stick an elven forest in, and B7 becomes useable too, though unlike the others it has some time/plot elements inasmuch as the starting conditions will only happen once.</p><p></p><p>Of the X modules, </p><p></p><p>X1 is a 100% sandbox island.</p><p></p><p>X2 - The PCs are trapped in the mansion, quest to escape.</p><p></p><p>X4 & X5 - PCs on a mission, largely linear encounters, not sandboxy. </p><p></p><p>So, some of these modules can be easily integrated into a larger sandbox environment. Others, like B4, B7 and X2, depend on the GM kicking things off - "Lost in the desert, you...", "Travelling through the elven woods, you..." and "Waking up after a night's sleep, you..." - they can be dropped into a continuing campaign, but are not full sand boxes per se; and B4 and X2 put the PCs in a predicament they need to escape from/deal with.</p></blockquote><p></p>
[QUOTE="S'mon, post: 4529781, member: 463"] All the early B-series modules I own are site based and most are fully suitable for sandbox play. B1 - abandoned former dungeon residence of 2 powerful adventurers. B2 - The Keep, and caves full of Chaotic humanoids. B3 - Orange version - former palace of elven princess, includes optional area map B4 - PCs start lost in desert, find underground city/dungeon B5 - forested hill, monastery, and labyrinth of Chaos critters, very like B2 B7 - the least sandboxy, an elven temple recently fallen to evil forces B1, B2, B3 and B5 can be integrated into the same sandbox area with trivial ease. Stick an elven forest in, and B7 becomes useable too, though unlike the others it has some time/plot elements inasmuch as the starting conditions will only happen once. Of the X modules, X1 is a 100% sandbox island. X2 - The PCs are trapped in the mansion, quest to escape. X4 & X5 - PCs on a mission, largely linear encounters, not sandboxy. So, some of these modules can be easily integrated into a larger sandbox environment. Others, like B4, B7 and X2, depend on the GM kicking things off - "Lost in the desert, you...", "Travelling through the elven woods, you..." and "Waking up after a night's sleep, you..." - they can be dropped into a continuing campaign, but are not full sand boxes per se; and B4 and X2 put the PCs in a predicament they need to escape from/deal with. [/QUOTE]
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I just played my first Rules Cyclopedia based game
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