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
*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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Level Appropriate Challenges, Adventures, world
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="The Shaman" data-source="post: 5472756" data-attributes="member: 26473"><p>That's an interesting description, <strong>Janx</strong>, but I wonder if maybe we get too far into labels. What the 3e <em>DMG</em> called a <em>status quo</em> setting (and I'm sorry I no longer have a copy or I'd pull out the page reference for you) and what is often referred to as a 'sandbox' used to just be simply 'the setting.'Well, it's <a href="http://www.obsidianportal.com/campaigns/le-ballet-de-l-acier/characters" target="_blank">not quite a zillion</a>, but I am still working on it, so maybe in the future. How many zeros in a zillion, anyway?</p><p></p><p>I've described how I run my game <a href="http://www.enworld.org/forum/5167589-post5.html" target="_blank">here</a> and especially <a href="http://www.enworld.org/forum/5399301-post92.html" target="_blank">here</a>, with an actual play example <a href="http://www.enworld.org/forum/5472351-post7.html" target="_blank">here</a>, but to summarize, I generate random encounters using the tables provided in <em>Flashing Blades</em>; about a third of these encounters are crossed with a second encounter (roll of five or six on 1D6), then the whole thing may be skinned to represent some sort of <em>in media res</em> event.</p><p></p><p>A number of these encounters utilize named npcs, as in the actual play example; named npcs may appear in more than one encounter, so there is an opportunity for conincidences to arise randomly in play.</p><p></p><p>There's no magic to it, of course; in fact, it's not even original, as it pretty much follows the approach to random encounters in the adventures <em>Mad Mesa</em> and <em>Burned Bush Wells</em> for <em>Boot Hill</em>.</p><p></p><p>As far as reactions go, <em>FB</em> does not include a random reaction table, so I use the one from little black book <em>Traveller</em>, which I know from memory; if an adventurer is using a skill such as Etiquette or Captaincy, then I may require a resistance roll by the npc. I mayl throw in a mod to reflect what I know of the situation represented by the encounter as well. The combination of the reaction roll or skill check results and the developing situation are my guide to how the npcs respond to the adventurers.</p><p></p><p>It sounds like a lot of randomness, but that's the way I like it; it's also why I use the Mythic system in setting up and resolving encoutners as well. Stochasticity keeps me from falling into predictable patterns and makes the game more challenging, and entertaining, to run.Could you provide an example of what you mean by this, <strong>Janx</strong>?Fair 'nuf.</p><p></p><p>With <em>D&D</em> as the granddaddy of 'em all, ultimately everything goes back to the dungeon, after a fashion, but here's something to else to remember: what we're labelling 'sandbox' settings were also found in <em>Metamorphosis Alpha</em> (the starship <em>Warden</em>), <em>Boot Hill</em> (El Dorado County), and <em>Traveller</em> (which provided rules for creating planets and subsectors of star systems - the actual Spinward Marches setting wouldn't appear in print until 1979, iirc), all by 1977, when the blue box was the most current version of the game and the only <em>AD&D</em> book was the <em>Monster Manual</em>.</p><p></p><p>I've heard other gamers make the claim you allude to, <strong>Janx</strong>, of dungeons as the model for sandboxes, but I think that misses something important: the earliest campaigns also featured wilderness components as well as dungeons, very shortly after their inception. Take a look at Dave Arneson's <em>The First Fantasy Campaign</em>, and you'll see what I believe is the real foundation of the 'sandbox' in the lands extending beyond Blackmoor Castle, or on the celebrated <em>Outdoor Survival</em> gameboards that Gary Gygax mentions in <em>The Underworld and Wilderness Adventures</em>. In fact, as we see in volume 3 of the <em>OD&D</em> rules, wilderness encounters were already nothing like the dungeon with its levels providing a rough correspondence to the nature of the challenges therein.</p><p></p><p>Just something to ponder about where all those sandboxers' 'crazy ideas' come from.Ugh, that sounds incredibly frustrating.</p><p></p><p>I'm like you, <strong>Janx</strong> - give me variety! <em>Wormy</em> was a great inspiration to me when I was learning to referee, because I liked the idea of strange monsters teaming up together; I tended to come up with all sorts of strange allies, like a mimic and a lurker above who were followed around by a gelatinous cube and a purple worm who listened for the sounds of leucrotta calls.</p><p></p><p>That said, when I wanted a hobgoblin warlord, a <em>capo di tutti capi</em>, a leader of several tribes, I'd take a chief and add a couple of hit dice to him, bump his armor class up a bit, and give him a magic weapon.</p><p></p><p>I don't think anyone's advocating an all-orc-all-the-time approach. At least I hope they're not.Again, sorry I can't pull up the page reference for you.Difference of opinion, horse races, and all that.Definitely.Or a spoon, 'cause it hurts more.</p><p></p><p>I personally haven't found this to be a problem; the adventurers are not always the biggest fish in the sea, and an encounter with a dangerous foe which doesn't go "boom" can be an interesting roleplaying and setting exploration opportunity.</p><p></p><p>Frex, in my game, the adventurers' actions mentioned in my actual play example may result in a summons from Cardinal Richelieu; it's a logical extension of the events of the game resulting from some behind the scenes machinations out of the adventurers' view, and it's also genre-appropriate. The adventurers could in fact refuse such a summons from the Cardinal, but unless they have some poweful allies to protect them, they should expect some sort of serious consequences to follow.</p><p></p><p>This isn't railroading the adventurers, however. Railroading the adventurers would be making it impossible to refuse the summons. Cardinal Richelieu is influential and powerful enough that he could attempt to imprison or execute the adventurers at any time, and if the adventurers were perceived as 'enemies of France,' that would be a reasonable action for him to take. That's a constraint of the setting (and a genre conceit), however, not an attempt to force the adventurers into a specific course of action.It's not bad advice at all, but with some experience it loses its utility.</p></blockquote><p></p>
[QUOTE="The Shaman, post: 5472756, member: 26473"] That's an interesting description, [b]Janx[/b], but I wonder if maybe we get too far into labels. What the 3e [i]DMG[/i] called a [i]status quo[/i] setting (and I'm sorry I no longer have a copy or I'd pull out the page reference for you) and what is often referred to as a 'sandbox' used to just be simply 'the setting.'Well, it's [url=http://www.obsidianportal.com/campaigns/le-ballet-de-l-acier/characters]not quite a zillion[/url], but I am still working on it, so maybe in the future. How many zeros in a zillion, anyway? I've described how I run my game [url=http://www.enworld.org/forum/5167589-post5.html]here[/url] and especially [url=http://www.enworld.org/forum/5399301-post92.html]here[/url], with an actual play example [url=http://www.enworld.org/forum/5472351-post7.html]here[/url], but to summarize, I generate random encounters using the tables provided in [i]Flashing Blades[/i]; about a third of these encounters are crossed with a second encounter (roll of five or six on 1D6), then the whole thing may be skinned to represent some sort of [i]in media res[/i] event. A number of these encounters utilize named npcs, as in the actual play example; named npcs may appear in more than one encounter, so there is an opportunity for conincidences to arise randomly in play. There's no magic to it, of course; in fact, it's not even original, as it pretty much follows the approach to random encounters in the adventures [i]Mad Mesa[/i] and [i]Burned Bush Wells[/i] for [i]Boot Hill[/i]. As far as reactions go, [i]FB[/i] does not include a random reaction table, so I use the one from little black book [i]Traveller[/i], which I know from memory; if an adventurer is using a skill such as Etiquette or Captaincy, then I may require a resistance roll by the npc. I mayl throw in a mod to reflect what I know of the situation represented by the encounter as well. The combination of the reaction roll or skill check results and the developing situation are my guide to how the npcs respond to the adventurers. It sounds like a lot of randomness, but that's the way I like it; it's also why I use the Mythic system in setting up and resolving encoutners as well. Stochasticity keeps me from falling into predictable patterns and makes the game more challenging, and entertaining, to run.Could you provide an example of what you mean by this, [b]Janx[/b]?Fair 'nuf. With [i]D&D[/i] as the granddaddy of 'em all, ultimately everything goes back to the dungeon, after a fashion, but here's something to else to remember: what we're labelling 'sandbox' settings were also found in [i]Metamorphosis Alpha[/i] (the starship [i]Warden[/i]), [i]Boot Hill[/i] (El Dorado County), and [i]Traveller[/i] (which provided rules for creating planets and subsectors of star systems - the actual Spinward Marches setting wouldn't appear in print until 1979, iirc), all by 1977, when the blue box was the most current version of the game and the only [i]AD&D[/i] book was the [i]Monster Manual[/i]. I've heard other gamers make the claim you allude to, [b]Janx[/b], of dungeons as the model for sandboxes, but I think that misses something important: the earliest campaigns also featured wilderness components as well as dungeons, very shortly after their inception. Take a look at Dave Arneson's [i]The First Fantasy Campaign[/i], and you'll see what I believe is the real foundation of the 'sandbox' in the lands extending beyond Blackmoor Castle, or on the celebrated [i]Outdoor Survival[/i] gameboards that Gary Gygax mentions in [i]The Underworld and Wilderness Adventures[/i]. In fact, as we see in volume 3 of the [i]OD&D[/i] rules, wilderness encounters were already nothing like the dungeon with its levels providing a rough correspondence to the nature of the challenges therein. Just something to ponder about where all those sandboxers' 'crazy ideas' come from.Ugh, that sounds incredibly frustrating. I'm like you, [b]Janx[/b] - give me variety! [i]Wormy[/i] was a great inspiration to me when I was learning to referee, because I liked the idea of strange monsters teaming up together; I tended to come up with all sorts of strange allies, like a mimic and a lurker above who were followed around by a gelatinous cube and a purple worm who listened for the sounds of leucrotta calls. That said, when I wanted a hobgoblin warlord, a [i]capo di tutti capi[/i], a leader of several tribes, I'd take a chief and add a couple of hit dice to him, bump his armor class up a bit, and give him a magic weapon. I don't think anyone's advocating an all-orc-all-the-time approach. At least I hope they're not.Again, sorry I can't pull up the page reference for you.Difference of opinion, horse races, and all that.Definitely.Or a spoon, 'cause it hurts more. I personally haven't found this to be a problem; the adventurers are not always the biggest fish in the sea, and an encounter with a dangerous foe which doesn't go "boom" can be an interesting roleplaying and setting exploration opportunity. Frex, in my game, the adventurers' actions mentioned in my actual play example may result in a summons from Cardinal Richelieu; it's a logical extension of the events of the game resulting from some behind the scenes machinations out of the adventurers' view, and it's also genre-appropriate. The adventurers could in fact refuse such a summons from the Cardinal, but unless they have some poweful allies to protect them, they should expect some sort of serious consequences to follow. This isn't railroading the adventurers, however. Railroading the adventurers would be making it impossible to refuse the summons. Cardinal Richelieu is influential and powerful enough that he could attempt to imprison or execute the adventurers at any time, and if the adventurers were perceived as 'enemies of France,' that would be a reasonable action for him to take. That's a constraint of the setting (and a genre conceit), however, not an attempt to force the adventurers into a specific course of action.It's not bad advice at all, but with some experience it loses its utility. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Level Appropriate Challenges, Adventures, world
Top