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<blockquote data-quote="AbdulAlhazred" data-source="post: 5318011" data-attributes="member: 82106"><p>Actually I would say after running sandboxes for 35 years that it is ABSOLUTELY possible and reasonable to just let the players go play around and do whatever they want. Obviously they aren't going to be capable of achieving any old thing at any level, but you most surely CAN just cut them loose and let them do stuff.</p><p></p><p>Now, developing a sandbox and running it is a particular art and you'll find a lot of different definitions of what elements and practices fit within one. Personally I don't have many problems doing it. For one thing I basically know where the players are headed 95% of the time. Once they dive into an adventure they won't usually change their minds halfway through and turn around for instance. They might wander off on a side quest or whatever but the obvious points where that is likely to happen usually exist. </p><p></p><p>It is also worth noting that the players being ABLE to wander off in various directions or initiate adventures isn't the same thing as the players actually doing it. There are plenty of plot hooks and motivations that I supply. The players will often ignore a plot or create one of their own, but 4e is pretty easy on the DM as far as throwing stuff together. I have lists of NPCs, locations, etc that can be quickly thrown into play and I'm pretty good at making up an interesting story on the fly.</p><p></p><p>What I would say is introduce elements at a pace and in a fashion you're comfortable with. When the characters get to a place, say a new town, give them 2-3 hooks. Maybe they arrive with some plan in mind. Toss in an option they hadn't thought of. When they find an interesting item give it a bit of history and maybe an interesting story. Say they find a sword, it could be the weapon of a well known fighter. Maybe the characters know this fighter also had some other cool items they might want. A few hints and they could head out looking for his final resting place. Stuff like that.</p><p></p><p>Basically I always lead with a carrot and rarely with a stick. I never debate with the players about what they are going to do next, I just give them the goods and let them go. NPCs may try to motivate them in different ways, but they have the ability to ignore or defy NPCs that try to push them around. I will encourage instead. Maybe a character has a prophesy. Usually the player will have been involved in choosing that character element, so if I feel like having the party do X then I might tie it into the prophesy. Chances are they'll seriously consider doing X.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5318011, member: 82106"] Actually I would say after running sandboxes for 35 years that it is ABSOLUTELY possible and reasonable to just let the players go play around and do whatever they want. Obviously they aren't going to be capable of achieving any old thing at any level, but you most surely CAN just cut them loose and let them do stuff. Now, developing a sandbox and running it is a particular art and you'll find a lot of different definitions of what elements and practices fit within one. Personally I don't have many problems doing it. For one thing I basically know where the players are headed 95% of the time. Once they dive into an adventure they won't usually change their minds halfway through and turn around for instance. They might wander off on a side quest or whatever but the obvious points where that is likely to happen usually exist. It is also worth noting that the players being ABLE to wander off in various directions or initiate adventures isn't the same thing as the players actually doing it. There are plenty of plot hooks and motivations that I supply. The players will often ignore a plot or create one of their own, but 4e is pretty easy on the DM as far as throwing stuff together. I have lists of NPCs, locations, etc that can be quickly thrown into play and I'm pretty good at making up an interesting story on the fly. What I would say is introduce elements at a pace and in a fashion you're comfortable with. When the characters get to a place, say a new town, give them 2-3 hooks. Maybe they arrive with some plan in mind. Toss in an option they hadn't thought of. When they find an interesting item give it a bit of history and maybe an interesting story. Say they find a sword, it could be the weapon of a well known fighter. Maybe the characters know this fighter also had some other cool items they might want. A few hints and they could head out looking for his final resting place. Stuff like that. Basically I always lead with a carrot and rarely with a stick. I never debate with the players about what they are going to do next, I just give them the goods and let them go. NPCs may try to motivate them in different ways, but they have the ability to ignore or defy NPCs that try to push them around. I will encourage instead. Maybe a character has a prophesy. Usually the player will have been involved in choosing that character element, so if I feel like having the party do X then I might tie it into the prophesy. Chances are they'll seriously consider doing X. [/QUOTE]
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