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Sandbox Campaigns should have a Default Action.
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<blockquote data-quote="fikuvino" data-source="post: 8714450" data-attributes="member: 7036573"><p>Outside of things like convention games, I only run sandbox campaigns. That has been true for decades now. I create the world, populate it with a lot of stuff, and turn the characters loose in it. They can pursue whatever activities they want to. I don't go for any sort of balance (running away is often a good idea), and I have NPCs and various creatures act as I think they would in the given situation, all things considered. I have no problem improvising or filling things out in more detail along the way as the players make choices about what to do.</p><p></p><p>At the beginning, though, I always seed things with a LOT of rumors, stories, gossip, etc. from NPCs. A dozen, at the very least. That may come from tavern encounters, town criers, or whatever else is appropriate. In short, I give the players a good sense of a lot of the things going on in the world around them. They can choose to investigate one of those things further, or go some other route. I don't push them in any particular direction, and adapt to their choices.</p></blockquote><p></p>
[QUOTE="fikuvino, post: 8714450, member: 7036573"] Outside of things like convention games, I only run sandbox campaigns. That has been true for decades now. I create the world, populate it with a lot of stuff, and turn the characters loose in it. They can pursue whatever activities they want to. I don't go for any sort of balance (running away is often a good idea), and I have NPCs and various creatures act as I think they would in the given situation, all things considered. I have no problem improvising or filling things out in more detail along the way as the players make choices about what to do. At the beginning, though, I always seed things with a LOT of rumors, stories, gossip, etc. from NPCs. A dozen, at the very least. That may come from tavern encounters, town criers, or whatever else is appropriate. In short, I give the players a good sense of a lot of the things going on in the world around them. They can choose to investigate one of those things further, or go some other route. I don't push them in any particular direction, and adapt to their choices. [/QUOTE]
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