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General Tabletop Discussion
*Dungeons & Dragons
No Fixed Location -- dynamically rearranging items, monsters, and other game elements in the interests of storytelling
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<blockquote data-quote="Imaculata" data-source="post: 7908942" data-attributes="member: 6801286"><p>This is pretty much how I set up my sandbox as well. The players start off in a low level area, surrounded by interesting locations and plothooks that are level appropriate. As they travel further, the difficulty increases gradually. They will encounter challenges that may be too tough, but which will totally be waiting for them later when they are a little stronger.</p><p></p><p>On top of that I have a main plot and some side plots. From time to time I will drop events into the campaign that move the main plot or side plots forward, or dangle a plothook in front of the players, and which do not rely on any specific location. This allows the players to go wherever they want, and chase whatever sideplots they want, and still also progress the main plot from time to time, and encounter new quests. This prevents the campaign from ever reaching a point of boredom, where there is simply nothing left to do in a particular location. I make sure that the plot and quests appears wherever the players are, on top of things that are already in that location by design.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 7908942, member: 6801286"] This is pretty much how I set up my sandbox as well. The players start off in a low level area, surrounded by interesting locations and plothooks that are level appropriate. As they travel further, the difficulty increases gradually. They will encounter challenges that may be too tough, but which will totally be waiting for them later when they are a little stronger. On top of that I have a main plot and some side plots. From time to time I will drop events into the campaign that move the main plot or side plots forward, or dangle a plothook in front of the players, and which do not rely on any specific location. This allows the players to go wherever they want, and chase whatever sideplots they want, and still also progress the main plot from time to time, and encounter new quests. This prevents the campaign from ever reaching a point of boredom, where there is simply nothing left to do in a particular location. I make sure that the plot and quests appears wherever the players are, on top of things that are already in that location by design. [/QUOTE]
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Community
General Tabletop Discussion
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No Fixed Location -- dynamically rearranging items, monsters, and other game elements in the interests of storytelling
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