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[rant]The conservatism of D&D fans is exhausting.
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<blockquote data-quote="AlViking" data-source="post: 9672382" data-attributes="member: 6906980"><p>I agree that having to prep maps is annoying, I almost never have predrawn maps for encounters because I don't know when, where or how combat will start much of the time. After a while I had enough generic maps to just drop people in whichever one was close helped. I just don't see how that relates to the discussion.</p><p></p><p>A sandbox just means the players make decisions that can change the direction of the game, that there's no predetermined outcome. If they've told me that next session they intend to raid Castle Doom, I'll figure out some details for it. How they get past the guards, if they find an alternate way in, if they decide that Castle Doom was too scary and they decide to go to Castle Funtimes instead, it's up to them. If they do the latter I'll likely be doing a lot of improv and the game may not be as smooth but I'll deal with it. Depending on the potential encounters I had planned for Castle Doom and if Castle Funtimes is inhabited by similar monsters/NPCs I may be able to reuse some planned encounters while modifying descriptions, motivations and a few names here and there. For example both could have guards but in Castle Doom they're typical henchmen in black and in Castle Funtimes they're clowns that instead of using javelins are throwing acid-laced pies. But in both cases the stats are close enough so with a minor tweak I reuse the planned combat encounter. Doesn't happen often but it is something I've done in the past.</p><p></p><p>So I see no conflict, I can't help it if you do but then you're not speaking for everyone.</p></blockquote><p></p>
[QUOTE="AlViking, post: 9672382, member: 6906980"] I agree that having to prep maps is annoying, I almost never have predrawn maps for encounters because I don't know when, where or how combat will start much of the time. After a while I had enough generic maps to just drop people in whichever one was close helped. I just don't see how that relates to the discussion. A sandbox just means the players make decisions that can change the direction of the game, that there's no predetermined outcome. If they've told me that next session they intend to raid Castle Doom, I'll figure out some details for it. How they get past the guards, if they find an alternate way in, if they decide that Castle Doom was too scary and they decide to go to Castle Funtimes instead, it's up to them. If they do the latter I'll likely be doing a lot of improv and the game may not be as smooth but I'll deal with it. Depending on the potential encounters I had planned for Castle Doom and if Castle Funtimes is inhabited by similar monsters/NPCs I may be able to reuse some planned encounters while modifying descriptions, motivations and a few names here and there. For example both could have guards but in Castle Doom they're typical henchmen in black and in Castle Funtimes they're clowns that instead of using javelins are throwing acid-laced pies. But in both cases the stats are close enough so with a minor tweak I reuse the planned combat encounter. Doesn't happen often but it is something I've done in the past. So I see no conflict, I can't help it if you do but then you're not speaking for everyone. [/QUOTE]
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[rant]The conservatism of D&D fans is exhausting.
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