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[rant]The conservatism of D&D fans is exhausting.
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<blockquote data-quote="zakael19" data-source="post: 9674186" data-attributes="member: 7044099"><p>Right, I've played in a lot of extensive settings previously. I've run APs that have moment by moment play mapped out, I've played in the FR; or Exandria; and other such stuff that has quite a bit of reference material. I've run an OSE sandbox hexccrawl using Dolmenwood - which has tons of stuff provided.</p><p></p><p> What I've never seen before is a) a setting that gives you so much detail for each "zone" but never fills it in completely: Oh, you're going into the Great Wood? Cool, here's touchstones for what it looks/sounds/feels like for each season; here's the sorts of questions you might want to ask the players as you explore to dig into their characters and invite them to add to the world; here's some ideas of <em>why </em>they might go into the Great Wood; and here's the terrain/discoveries/dangers/etc that you can put together to make an Expedition. and b) has players so engaged in the world itself from session zero (where your character creation questions define a fair bit unique about the world and get your specific character invested) that they are actively itching to get out there and uncover those tantalizing hints + bits of lore. A lot of the latter of course we'll establish together (my two groups have very different ideas of what the Forest Folk look like, and why they vanished a decade ago for instance).</p><p></p><p>The only stuff there for you to use straight up is the Dangers and like artifact discoveries, everything else is coherent outlines with space that asks you to take what your players havefed back as their input into the world building & their flags as priorities to take that possibility cloud from words into points of interest/ exploration moves / etc. </p><p></p><p>Contrasting to Dolmenwood, I'm told that in Hex XXX Y and Z are there, and if the PCs spend time searching they might find U. Some of Y and Z might be loose, but most of it is like moderately tightly defined but without full "pick up and play" so you still need to prep some thoughts, and since it's OSE you need to have enough stuff for the players to dig into, which I found a lot heavier lift. </p><p></p><p>Like many other sandbox folks here, I often just have my players roll on the random tables for Stonetop and extemporize something if they want to make a quick woods expedition due to something that happens in the session or whatever.</p></blockquote><p></p>
[QUOTE="zakael19, post: 9674186, member: 7044099"] Right, I've played in a lot of extensive settings previously. I've run APs that have moment by moment play mapped out, I've played in the FR; or Exandria; and other such stuff that has quite a bit of reference material. I've run an OSE sandbox hexccrawl using Dolmenwood - which has tons of stuff provided. What I've never seen before is a) a setting that gives you so much detail for each "zone" but never fills it in completely: Oh, you're going into the Great Wood? Cool, here's touchstones for what it looks/sounds/feels like for each season; here's the sorts of questions you might want to ask the players as you explore to dig into their characters and invite them to add to the world; here's some ideas of [I]why [/I]they might go into the Great Wood; and here's the terrain/discoveries/dangers/etc that you can put together to make an Expedition. and b) has players so engaged in the world itself from session zero (where your character creation questions define a fair bit unique about the world and get your specific character invested) that they are actively itching to get out there and uncover those tantalizing hints + bits of lore. A lot of the latter of course we'll establish together (my two groups have very different ideas of what the Forest Folk look like, and why they vanished a decade ago for instance). The only stuff there for you to use straight up is the Dangers and like artifact discoveries, everything else is coherent outlines with space that asks you to take what your players havefed back as their input into the world building & their flags as priorities to take that possibility cloud from words into points of interest/ exploration moves / etc. Contrasting to Dolmenwood, I'm told that in Hex XXX Y and Z are there, and if the PCs spend time searching they might find U. Some of Y and Z might be loose, but most of it is like moderately tightly defined but without full "pick up and play" so you still need to prep some thoughts, and since it's OSE you need to have enough stuff for the players to dig into, which I found a lot heavier lift. Like many other sandbox folks here, I often just have my players roll on the random tables for Stonetop and extemporize something if they want to make a quick woods expedition due to something that happens in the session or whatever. [/QUOTE]
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[rant]The conservatism of D&D fans is exhausting.
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