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Let's talk about sandboxes, open worlds and hexcrawling
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<blockquote data-quote="clearstream" data-source="post: 7937953" data-attributes="member: 71699"><p>My take is that sandbox campaigns are helped hugely by increasing the duration of rests. I'm using 3-days long, 1-day short, and 1-hour breather (spend HP), which can be repeated only after an amount of time equal to the rest duration has lapsed (so one long rest per 6-days, in effect).</p><p></p><p>Consequences include</p><ol> <li data-xf-list-type="ol">High-level spells such as Resurrection are far less available, which has a lot of positive ramifications as well as making them feel appropriately rare and powerful;</li> <li data-xf-list-type="ol">When travelling long distances, every night's rest is not a long rest;</li> <li data-xf-list-type="ol">The durations are long enough that I find it easy to plausibly advance the plot if characters are resting egregiously often;</li> <li data-xf-list-type="ol">Attritional encounters can at times matter (character resources are not always so easily recovered).</li> </ol><p>Aside from that, distinctive NPCs with interesting motives seem key. Players should remember them, fear them or relate to them; and their motives should allow them to flexibly respond to whatever gambits the characters attempt. It helps to have a sense of what resources they can call on.</p></blockquote><p></p>
[QUOTE="clearstream, post: 7937953, member: 71699"] My take is that sandbox campaigns are helped hugely by increasing the duration of rests. I'm using 3-days long, 1-day short, and 1-hour breather (spend HP), which can be repeated only after an amount of time equal to the rest duration has lapsed (so one long rest per 6-days, in effect). Consequences include [LIST=1] [*]High-level spells such as Resurrection are far less available, which has a lot of positive ramifications as well as making them feel appropriately rare and powerful; [*]When travelling long distances, every night's rest is not a long rest; [*]The durations are long enough that I find it easy to plausibly advance the plot if characters are resting egregiously often; [*]Attritional encounters can at times matter (character resources are not always so easily recovered). [/LIST] Aside from that, distinctive NPCs with interesting motives seem key. Players should remember them, fear them or relate to them; and their motives should allow them to flexibly respond to whatever gambits the characters attempt. It helps to have a sense of what resources they can call on. [/QUOTE]
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