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General Tabletop Discussion
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Pros and cons of a sandbox game, and what to do about them?
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<blockquote data-quote="Istbor" data-source="post: 7207326" data-attributes="member: 6801670"><p>I endorse Nagol's list. I also agree with Flexor's point. </p><p></p><p>Specifically, a lack of focus, especially if your players are not accustomed to a sandbox style game. </p><p></p><p>What I like to do, and perhaps this will get some rotten tomatoes thrown at me... is to railroad them.</p><p></p><p>I am not talking about the whole time, but simply a short introduction in the beginning. Likely a hook for one of your larger story archs, made to set the stage, and to even suggest additional hooks to other plot lines and areas of your world. </p><p></p><p>And example from my current campaign is that the players start out at a festival. There, an important figure(s) are targeted and attacked. Depending on if the players save these people, the story and the initial hooks may change. The players learn of a plot to kill this person, and also about another shadowy group with their own agenda. These are two different (but slightly woven together) plots/adventures. </p><p></p><p>The idea is that this intro get the players on one or more of the larger hooks you have prepped for or have going on in general for your world. Have more. Case in point, I have three or four other large hooks/adventures the players may have heard of but are not currently explorer or pursuing. </p><p></p><p>Which kind of goes into my best suggestion for someone going into this. Make a lot of different adventures and plots. As Nagol said, don't expect many of these to be the focus. Heck, don't expect any of them to be the focus. I have made up towns/ruins/legends in passing when NPCs are asked questions, completely in passing, and my players have focused on that. Something for which I had nothing planned, but now we need to visit and flesh out. </p><p></p><p>It can be fun, but it requires some thinking on your feet. </p><p></p><p>It may seem like a lot of beforehand work, but if your players are into the world you made and are having fun, all that extra detail and work can really impress.</p><p></p><p>Edit: Just want to add... and maybe it is a little bit mushy, but believe in yourself. It can seem pretty daunting staring at a blank world. Rely on creativity, not just from yourself, but from your players as well, as they help build this thing you are creating. I have seen of some of your posts and ideas Lanliss, I think you can totally pull this off well!</p></blockquote><p></p>
[QUOTE="Istbor, post: 7207326, member: 6801670"] I endorse Nagol's list. I also agree with Flexor's point. Specifically, a lack of focus, especially if your players are not accustomed to a sandbox style game. What I like to do, and perhaps this will get some rotten tomatoes thrown at me... is to railroad them. I am not talking about the whole time, but simply a short introduction in the beginning. Likely a hook for one of your larger story archs, made to set the stage, and to even suggest additional hooks to other plot lines and areas of your world. And example from my current campaign is that the players start out at a festival. There, an important figure(s) are targeted and attacked. Depending on if the players save these people, the story and the initial hooks may change. The players learn of a plot to kill this person, and also about another shadowy group with their own agenda. These are two different (but slightly woven together) plots/adventures. The idea is that this intro get the players on one or more of the larger hooks you have prepped for or have going on in general for your world. Have more. Case in point, I have three or four other large hooks/adventures the players may have heard of but are not currently explorer or pursuing. Which kind of goes into my best suggestion for someone going into this. Make a lot of different adventures and plots. As Nagol said, don't expect many of these to be the focus. Heck, don't expect any of them to be the focus. I have made up towns/ruins/legends in passing when NPCs are asked questions, completely in passing, and my players have focused on that. Something for which I had nothing planned, but now we need to visit and flesh out. It can be fun, but it requires some thinking on your feet. It may seem like a lot of beforehand work, but if your players are into the world you made and are having fun, all that extra detail and work can really impress. Edit: Just want to add... and maybe it is a little bit mushy, but believe in yourself. It can seem pretty daunting staring at a blank world. Rely on creativity, not just from yourself, but from your players as well, as they help build this thing you are creating. I have seen of some of your posts and ideas Lanliss, I think you can totally pull this off well! [/QUOTE]
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