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<blockquote data-quote="Bawylie" data-source="post: 7272653" data-attributes="member: 6776133"><p>I don't know the specifics of your sandbox campaign. </p><p></p><p>Some of the issues I've run into over time are:</p><p>1.) My sandbox is too big. More like a sand lot than a box. The sheer size of it means there's too much empty space and cool stuff to do is too far apart. </p><p>2.) My sandbox has no walls. More of a pile than a sandbox. Without physical dimensions, as noted above, we have logistic problems finding fun. Without walls, I have too much content heaped in. So I find it best now to create sandboxes hemmed-in by tiers of play. Content for levels 1-3, 3-5, 5-7, and so forth. Operating within these limits is helpful to me because it allows me to connect the players random wanderings into whatever quest threads I have going. </p><p>3.) My sandbox has no toys in it. More of a cat litter box. Yeah there's crap buried in there but no obviously fun shiny stuff to go check out and play with. Once I drop in a few cool toys, players get a bit more interested in playing. Plus the toys can serve as breadcrumbs leading to quest threads. </p><p></p><p>4.) Inefficient prep. But that's a horse of another color. </p><p></p><p>Without knowing the specific issues you're running into, I advise generally to focus on a smaller area, truncate the content such that it meets up with what the players reasonably expect to encounter (as opposed to everything they might ever possibly encounter), and drop in some shiny toys that point to your quest threads. </p><p></p><p></p><p>Sent from my iPhone using Tapatalk</p></blockquote><p></p>
[QUOTE="Bawylie, post: 7272653, member: 6776133"] I don't know the specifics of your sandbox campaign. Some of the issues I've run into over time are: 1.) My sandbox is too big. More like a sand lot than a box. The sheer size of it means there's too much empty space and cool stuff to do is too far apart. 2.) My sandbox has no walls. More of a pile than a sandbox. Without physical dimensions, as noted above, we have logistic problems finding fun. Without walls, I have too much content heaped in. So I find it best now to create sandboxes hemmed-in by tiers of play. Content for levels 1-3, 3-5, 5-7, and so forth. Operating within these limits is helpful to me because it allows me to connect the players random wanderings into whatever quest threads I have going. 3.) My sandbox has no toys in it. More of a cat litter box. Yeah there's crap buried in there but no obviously fun shiny stuff to go check out and play with. Once I drop in a few cool toys, players get a bit more interested in playing. Plus the toys can serve as breadcrumbs leading to quest threads. 4.) Inefficient prep. But that's a horse of another color. Without knowing the specific issues you're running into, I advise generally to focus on a smaller area, truncate the content such that it meets up with what the players reasonably expect to encounter (as opposed to everything they might ever possibly encounter), and drop in some shiny toys that point to your quest threads. Sent from my iPhone using Tapatalk [/QUOTE]
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