Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
It needs to be more of a sandbox than a railroad?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="arjomanes" data-source="post: 6386572" data-attributes="member: 94951"><p>I think it's good to think of a sandbox game as a map with terminals and a number of different railroads the players can get on. And they can choose to ride that rail as far as they want. If they get off at the next station, then great, but if they jump off in the middle, then you have to think on your feet. </p><p></p><p>For my campaign, the PCs start the game on a tropical island. On this island exists a native village; lizardmen marshes; a destroyed, abandoned, and haunted colonist village; an old lighthouse with caves beneath that lead into an ancient temple (the excavation of these tunnels made the excavation team mad who went and killed the colonists); a haunted mansion of the former governor of the colony; a jungle with goblin monkeys, dinosaurs, etc; caves of crabmen with myconid slaves. </p><p></p><p>There are very solid hooks for them to follow, and anytime they bite then they climb on the train to an adventure. My DM notebook has over a dozen full adventure modules in it. Some them are reskinned classics like the Saltmarsh adventures, or The Hidden Shrine of Tamoachan, while others are newer short DCC modules, and even a 4e adventure I liked, as well as my own homebrew adventure ideas and maps. </p><p></p><p>My players have explored one half of a level of a dungeon, then left, explored part of a sunken ship, and then attacked the cultists under the lighthouse. They may never explore the lizard swamps or the jungle shrine or the ruined village or the haunted manor. They may fight against or join the pirates that are scheduled to arrive in a week, or they may not go to the area of the island those pirates are at. If they interact with the pirates, they may end up for a ride partway on the Pathfinder pirate Skull & Shackles adventure path, and if they veer off that, they may head down to the Isle of Dread, sail into Freeport, go undersea with the Sunken Empires underwater city, or maybe they'll run into the Razor Coast adventure setting, or sail all the way up to an Oriental Adventures setting.</p><p></p><p>I think trying to have a multi-directional dynamic campaign setting can be more work than running a one-direction game (which is why I stock my world with pre-made modules and just sketch out the basics of new home-brew adventures until they bite). You may have a lot of material they never see. But I personally think that players should be able to make real and meaningful change in the world. That even means they can disregard adventure hooks completely or they can join up with one of the factions in the world (which may or may not be considered villains). </p><p></p><p>To help round out the spaces between adventure sites I use some random tables that represent encounters appropriate to the area. No, not all encounters are level appropriate, but that doesn't mean they automatically die. The level 1 PCs heard something big thrashing in the jungle and they hid, so the T-Rex didn't see them (they were downwind) and it wandered off. If it had seen them, then they could have run or climbed a tree, or tried something else. Regardless, they appreciate the options they have.</p></blockquote><p></p>
[QUOTE="arjomanes, post: 6386572, member: 94951"] I think it's good to think of a sandbox game as a map with terminals and a number of different railroads the players can get on. And they can choose to ride that rail as far as they want. If they get off at the next station, then great, but if they jump off in the middle, then you have to think on your feet. For my campaign, the PCs start the game on a tropical island. On this island exists a native village; lizardmen marshes; a destroyed, abandoned, and haunted colonist village; an old lighthouse with caves beneath that lead into an ancient temple (the excavation of these tunnels made the excavation team mad who went and killed the colonists); a haunted mansion of the former governor of the colony; a jungle with goblin monkeys, dinosaurs, etc; caves of crabmen with myconid slaves. There are very solid hooks for them to follow, and anytime they bite then they climb on the train to an adventure. My DM notebook has over a dozen full adventure modules in it. Some them are reskinned classics like the Saltmarsh adventures, or The Hidden Shrine of Tamoachan, while others are newer short DCC modules, and even a 4e adventure I liked, as well as my own homebrew adventure ideas and maps. My players have explored one half of a level of a dungeon, then left, explored part of a sunken ship, and then attacked the cultists under the lighthouse. They may never explore the lizard swamps or the jungle shrine or the ruined village or the haunted manor. They may fight against or join the pirates that are scheduled to arrive in a week, or they may not go to the area of the island those pirates are at. If they interact with the pirates, they may end up for a ride partway on the Pathfinder pirate Skull & Shackles adventure path, and if they veer off that, they may head down to the Isle of Dread, sail into Freeport, go undersea with the Sunken Empires underwater city, or maybe they'll run into the Razor Coast adventure setting, or sail all the way up to an Oriental Adventures setting. I think trying to have a multi-directional dynamic campaign setting can be more work than running a one-direction game (which is why I stock my world with pre-made modules and just sketch out the basics of new home-brew adventures until they bite). You may have a lot of material they never see. But I personally think that players should be able to make real and meaningful change in the world. That even means they can disregard adventure hooks completely or they can join up with one of the factions in the world (which may or may not be considered villains). To help round out the spaces between adventure sites I use some random tables that represent encounters appropriate to the area. No, not all encounters are level appropriate, but that doesn't mean they automatically die. The level 1 PCs heard something big thrashing in the jungle and they hid, so the T-Rex didn't see them (they were downwind) and it wandered off. If it had seen them, then they could have run or climbed a tree, or tried something else. Regardless, they appreciate the options they have. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
It needs to be more of a sandbox than a railroad?
Top