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<blockquote data-quote="Daztur" data-source="post: 5847810" data-attributes="member: 55680"><p>Personally I don't care for Adventure Path gaming at all (I originally abandoned it for more Forgey games, but found that when played properly Old School games avoid the things that I don't like about Adventure Path gaming just as well).</p><p></p><p>Some good advice on the subject of running a sandbox/hexcrawl game is to plot it just like you were running a fairly railroady bit of an Adventure Path but sprinkle bits and pieces of interesting things that the PCs come across to lead them off the path and then don't make any effort whatsoever to keep the players on the path that you've sketched out and smile a big grin when they go careening off in an unexpected direction. </p><p></p><p>The other thing that helps is to (at least initially) make it difficult for the players too far from the campaign starting point in one session so that it's harder for them to run into blank space.</p><p></p><p>What I'm thinking of doing next time I DM is:</p><p>-The players start as hirelings for the "real" adventurers and march through the wilderness with them (i.e. railroady as all hell).</p><p>-The "adventurers" leave the PCs at the entrance of the dungeon to guard their horses and set off, never to return (unless the PCs follow very close behind them).</p><p>-The PCs can now do whatever the hell they want, (probably steal the horses if I know my players) but if they wait too long they'll eventually get killed by random encounters.</p><p>-If they search the saddlebags of the horses they'll be a journal full of interesting stuff about the surrounding area.</p></blockquote><p></p>
[QUOTE="Daztur, post: 5847810, member: 55680"] Personally I don't care for Adventure Path gaming at all (I originally abandoned it for more Forgey games, but found that when played properly Old School games avoid the things that I don't like about Adventure Path gaming just as well). Some good advice on the subject of running a sandbox/hexcrawl game is to plot it just like you were running a fairly railroady bit of an Adventure Path but sprinkle bits and pieces of interesting things that the PCs come across to lead them off the path and then don't make any effort whatsoever to keep the players on the path that you've sketched out and smile a big grin when they go careening off in an unexpected direction. The other thing that helps is to (at least initially) make it difficult for the players too far from the campaign starting point in one session so that it's harder for them to run into blank space. What I'm thinking of doing next time I DM is: -The players start as hirelings for the "real" adventurers and march through the wilderness with them (i.e. railroady as all hell). -The "adventurers" leave the PCs at the entrance of the dungeon to guard their horses and set off, never to return (unless the PCs follow very close behind them). -The PCs can now do whatever the hell they want, (probably steal the horses if I know my players) but if they wait too long they'll eventually get killed by random encounters. -If they search the saddlebags of the horses they'll be a journal full of interesting stuff about the surrounding area. [/QUOTE]
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