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<blockquote data-quote="Staffan" data-source="post: 6509104" data-attributes="member: 907"><p>Here are some things I would want to see in a campaign sandbox:</p><p></p><p>1. An introduction adventure that presents various factions and NPCs and concepts to the PCs. One non-sandbox adventure that did this well was Freedom! for Dark Sun - it was highly event-driven, but certain of those events got the PCs into contact with powerful NPCs and groups that could be used later in the campaign. They weren't all that relevant in the context of that one adventure, but more like "now you know a contact in the Veiled Alliance" and "due to Kalak the Tyrant's whim, you have been elevated to noble status."</p><p></p><p>2. A bunch of rumors and stuff to give players some nudges in case they feel adrift. This would also include "questgivers" - I'm thinking something like the quest board in Quest For Glory, which has 5 or so notices on it, many of which lead to other sub-quests (There are problems A, B, C, and D that could use solving. The players decide to go after B. Turns out that in order to do that, they need to do E, F, and G - but G is also used to solve C, and in some cases the two uses are mutually exclusive).</p><p></p><p>3. A handful of detailed important NPCs, and lots and lots of ones given a very brief description ("Bordrek Copperfist, dwarf blacksmith. Gruff, but likes kids.")</p><p></p><p>4. Interesting locations. Some of which should be public knowledge from the start, others that events in some places lead to, and yet others that can only be found with exploration.</p></blockquote><p></p>
[QUOTE="Staffan, post: 6509104, member: 907"] Here are some things I would want to see in a campaign sandbox: 1. An introduction adventure that presents various factions and NPCs and concepts to the PCs. One non-sandbox adventure that did this well was Freedom! for Dark Sun - it was highly event-driven, but certain of those events got the PCs into contact with powerful NPCs and groups that could be used later in the campaign. They weren't all that relevant in the context of that one adventure, but more like "now you know a contact in the Veiled Alliance" and "due to Kalak the Tyrant's whim, you have been elevated to noble status." 2. A bunch of rumors and stuff to give players some nudges in case they feel adrift. This would also include "questgivers" - I'm thinking something like the quest board in Quest For Glory, which has 5 or so notices on it, many of which lead to other sub-quests (There are problems A, B, C, and D that could use solving. The players decide to go after B. Turns out that in order to do that, they need to do E, F, and G - but G is also used to solve C, and in some cases the two uses are mutually exclusive). 3. A handful of detailed important NPCs, and lots and lots of ones given a very brief description ("Bordrek Copperfist, dwarf blacksmith. Gruff, but likes kids.") 4. Interesting locations. Some of which should be public knowledge from the start, others that events in some places lead to, and yet others that can only be found with exploration. [/QUOTE]
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