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<blockquote data-quote="LostSoul" data-source="post: 6506973" data-attributes="member: 386"><p>I use some procedures for sandbox play.</p><p></p><p>1. I generate a hex map. Empty to start off with. I make sure that there's a nice variety of terrain types, and I usually put mountains in the middle (to separate the map).</p><p></p><p>I use 5 miles per hex and a map that's only 10 hexes by 10 hexes. That keeps it managable.</p><p></p><p>2. I stock the hexes. I draw cards to see what's in each hex: settlement, dungeon, terrain feature, gate, NPC/monster lair, or nothing (cards numbering 2 through 9). I go through a deck at a time, so I know that I'll have at least four of each (and two gates - the jokers).</p><p></p><p>3. For each hex I roll on some random tables I designed to add detail. Since I haven't finished all the tables this means writing up an entry for a hex. The hexes should all have something interesting about them, and ways in which interaction with hex features can change characters. They should also have connections to other hexes, so that the PC's actions in one hex reverberate throughout the setting.</p><p></p><p>Here's an example of one that the PCs recently explored in a game we're currently playing:</p><p></p><p>[sblock]RUINS FROM THE AGE OF GIANTS</p><p>A - Weird or interesting ruin, emphasizing the slumbering giant and its effect on the terrain</p><p>B - The giant in a torpor and its valuables</p><p>C - A table that personalizes the hex</p><p>D - Something that can change the character if the ruin is explored (generally extracting the valuables from the slumbering giant, risking rousing it)</p><p>E - A link to another hex</p><p></p><p>ROLL RESULT</p><p> A. A 20' mound or rocky outcropping, covered in old vegetation, that has the impression of a man sitting with his head held in his hands. A vein of salt crystal begins where the eyes of the man would be and trickle down the hill like dried tears. The entire hex gives off the smell of sulfur.</p><p> A dozen or so 16' tall mounds are scattered within a mile of the strange hill.</p><p> B. A hill giant rests here in a deep torpor since the Age of Giants. It has risen through the eons, building the mounds before settling back into its slumber. Slowly weeping over the ages, its tears have turned into valuable deposits of salt (about 4 tons; 1# of salt = 5 GP).</p><p> C. (I) Through the ages the hill giant has been dreaming with Tiamat and has come to regret its actions that led in part to her death. It still has a need to make hills but, like all giants, has no direction for this urge. </p><p> The hill giant will wake if any mining or digging is done on its hill. It will struggle to avoid the immediate and nearly-overpowering desire to build hills, giving those who have awoken it the chance to speak with it (it only understands words of power). It can be given a new purpose, though any task which it feels will harm the body of Tiamat will earn its immediate wrath (any major change to the landscape, basically - dams, changing hexes, that sort of thing; digging moats and raising berms is okay). Run this as a social conflict. If dialogue is not begun within 1d6x5 seconds its urges will overpower it and it will attempt to use all those who have awoken it as mortar for a new hill.</p><p> D. Characters who taste the salt gain the hill giant's ability to sense geological features for a week (allowing them to construct earthworks at twice their normal rate and detect precious metals and minerals in hills), but their body odour changes to that of sulfur permanently (-2 Reaction Rolls when it counts).</p><p> E. (I) An NPC in a nearby settlement or lair has studied this hill and has plans to try to control the hill giant for his or her own ends; however, he or she cannot speak the language of power but is trying to learn it.</p><p></p><p>(The (I) is part of a random table for this entry, so that each time this entry comes up it's a little different.)[/sblock]</p><p></p><p>3a. I also roll to see if there's anything else of interest in the hex - extra treasure, more monsters, or just something strange. I don't have any tables for these, I just add to the hex based on how the map is shaping up.</p><p></p><p>4. I pick a starting settlement for the PCs and present a package of rumours and a general blurb about the world. (We're playing in the Hyborian Age right now so that latter bit wasn't necessary.)</p><p></p><p>5. The PCs create characters.</p><p></p><p>6. The PCs pick a Quest from the list of rumours. Quests are the answer to "what do you want to do today?" and are the main source of XP. There are only a few types of Quests - exploring hexes, defeating NPCs, harassing a lair, increasing influence or reputation in a settlement, clearing hexes, and exploring dungeons. (Dungeon Quests are a little more involved but follow the same basic pattern.)</p><p></p><p>They also pick a Goal - a major achievement. A "Name Level" sort of thing - building castles, defeating powerful enemies, starting a settlement and seeing it grow, and some other PC-dependent stuff. This also grants XP, if the PCs do two of the following while taking a necessary step towards the completion of the Goal: put themselves in danger, spend resources, learn secrets, or explore new features.</p><p></p><p>7. The PCs adventure for a while, completing Quests. </p><p>7a. The terrain type determines the level of risk so that players can judge what they're getting themselves into. The level of risk determines the amount of reward (XP, GP, magic items).</p><p>7b. As they move overland or through dungeons, I roll for wandering monsters/random encounters. (And of course they encounter things that are there.)</p><p>7c. Encounters begin with Reaction Rolls.</p><p>7d. Combat drains resources and grants a few XP. Wandering monsters carry no extra treasure. NPCs placed in hexes have treasure, and some can be found lying around.</p><p></p><p>8. Eventually they'll run low on resources. They come back to town to replenish them. This takes time and requires them to interact with NPCs in different ways (based on class). They also spend money gained from adventuring in town on different things (hirelings, gear).</p><p></p><p>Taking time allows the setting to react to the changes the PC's have made. Interacting with the NPCs allows them to tell the PCs how things have changed.</p><p></p><p>9. After a few cycles of that, the PCs have enough XP to level up. This takes time, GP, and requires the PCs to interact with NPCs in different ways based on class.</p><p></p><p>Taking time allows the setting to react to the changes the PC's have made. Interacting with the NPCs allows them to tell the PCs how things have changed.</p><p></p><p>10. After a few cycles of that a month will have passed. I check to see how much GP the PCs have spent in town; if it's over a certain threshold, the town "levels up" - gets bigger. This grants more access to gear and hirelings. I make a roll to see what the PC's reputation and influence is, based on their actions over the past month. I make a roll to see if the NPC lairs have "leveled up" - gained new recruits, which allows them to expand their influence over the map.</p><p></p><p>NPC lairs can grow very powerful and become great threats over time. They'll also strip treasure from dungeons and other areas. This creates some time pressure for the PCs to get things done.</p><p></p><p>11. The PCs continue Questing until they've completed their Goals or have outgrown the area.</p></blockquote><p></p>
[QUOTE="LostSoul, post: 6506973, member: 386"] I use some procedures for sandbox play. 1. I generate a hex map. Empty to start off with. I make sure that there's a nice variety of terrain types, and I usually put mountains in the middle (to separate the map). I use 5 miles per hex and a map that's only 10 hexes by 10 hexes. That keeps it managable. 2. I stock the hexes. I draw cards to see what's in each hex: settlement, dungeon, terrain feature, gate, NPC/monster lair, or nothing (cards numbering 2 through 9). I go through a deck at a time, so I know that I'll have at least four of each (and two gates - the jokers). 3. For each hex I roll on some random tables I designed to add detail. Since I haven't finished all the tables this means writing up an entry for a hex. The hexes should all have something interesting about them, and ways in which interaction with hex features can change characters. They should also have connections to other hexes, so that the PC's actions in one hex reverberate throughout the setting. Here's an example of one that the PCs recently explored in a game we're currently playing: [sblock]RUINS FROM THE AGE OF GIANTS A - Weird or interesting ruin, emphasizing the slumbering giant and its effect on the terrain B - The giant in a torpor and its valuables C - A table that personalizes the hex D - Something that can change the character if the ruin is explored (generally extracting the valuables from the slumbering giant, risking rousing it) E - A link to another hex ROLL RESULT A. A 20' mound or rocky outcropping, covered in old vegetation, that has the impression of a man sitting with his head held in his hands. A vein of salt crystal begins where the eyes of the man would be and trickle down the hill like dried tears. The entire hex gives off the smell of sulfur. A dozen or so 16' tall mounds are scattered within a mile of the strange hill. B. A hill giant rests here in a deep torpor since the Age of Giants. It has risen through the eons, building the mounds before settling back into its slumber. Slowly weeping over the ages, its tears have turned into valuable deposits of salt (about 4 tons; 1# of salt = 5 GP). C. (I) Through the ages the hill giant has been dreaming with Tiamat and has come to regret its actions that led in part to her death. It still has a need to make hills but, like all giants, has no direction for this urge. The hill giant will wake if any mining or digging is done on its hill. It will struggle to avoid the immediate and nearly-overpowering desire to build hills, giving those who have awoken it the chance to speak with it (it only understands words of power). It can be given a new purpose, though any task which it feels will harm the body of Tiamat will earn its immediate wrath (any major change to the landscape, basically - dams, changing hexes, that sort of thing; digging moats and raising berms is okay). Run this as a social conflict. If dialogue is not begun within 1d6x5 seconds its urges will overpower it and it will attempt to use all those who have awoken it as mortar for a new hill. D. Characters who taste the salt gain the hill giant's ability to sense geological features for a week (allowing them to construct earthworks at twice their normal rate and detect precious metals and minerals in hills), but their body odour changes to that of sulfur permanently (-2 Reaction Rolls when it counts). E. (I) An NPC in a nearby settlement or lair has studied this hill and has plans to try to control the hill giant for his or her own ends; however, he or she cannot speak the language of power but is trying to learn it. (The (I) is part of a random table for this entry, so that each time this entry comes up it's a little different.)[/sblock] 3a. I also roll to see if there's anything else of interest in the hex - extra treasure, more monsters, or just something strange. I don't have any tables for these, I just add to the hex based on how the map is shaping up. 4. I pick a starting settlement for the PCs and present a package of rumours and a general blurb about the world. (We're playing in the Hyborian Age right now so that latter bit wasn't necessary.) 5. The PCs create characters. 6. The PCs pick a Quest from the list of rumours. Quests are the answer to "what do you want to do today?" and are the main source of XP. There are only a few types of Quests - exploring hexes, defeating NPCs, harassing a lair, increasing influence or reputation in a settlement, clearing hexes, and exploring dungeons. (Dungeon Quests are a little more involved but follow the same basic pattern.) They also pick a Goal - a major achievement. A "Name Level" sort of thing - building castles, defeating powerful enemies, starting a settlement and seeing it grow, and some other PC-dependent stuff. This also grants XP, if the PCs do two of the following while taking a necessary step towards the completion of the Goal: put themselves in danger, spend resources, learn secrets, or explore new features. 7. The PCs adventure for a while, completing Quests. 7a. The terrain type determines the level of risk so that players can judge what they're getting themselves into. The level of risk determines the amount of reward (XP, GP, magic items). 7b. As they move overland or through dungeons, I roll for wandering monsters/random encounters. (And of course they encounter things that are there.) 7c. Encounters begin with Reaction Rolls. 7d. Combat drains resources and grants a few XP. Wandering monsters carry no extra treasure. NPCs placed in hexes have treasure, and some can be found lying around. 8. Eventually they'll run low on resources. They come back to town to replenish them. This takes time and requires them to interact with NPCs in different ways (based on class). They also spend money gained from adventuring in town on different things (hirelings, gear). Taking time allows the setting to react to the changes the PC's have made. Interacting with the NPCs allows them to tell the PCs how things have changed. 9. After a few cycles of that, the PCs have enough XP to level up. This takes time, GP, and requires the PCs to interact with NPCs in different ways based on class. Taking time allows the setting to react to the changes the PC's have made. Interacting with the NPCs allows them to tell the PCs how things have changed. 10. After a few cycles of that a month will have passed. I check to see how much GP the PCs have spent in town; if it's over a certain threshold, the town "levels up" - gets bigger. This grants more access to gear and hirelings. I make a roll to see what the PC's reputation and influence is, based on their actions over the past month. I make a roll to see if the NPC lairs have "leveled up" - gained new recruits, which allows them to expand their influence over the map. NPC lairs can grow very powerful and become great threats over time. They'll also strip treasure from dungeons and other areas. This creates some time pressure for the PCs to get things done. 11. The PCs continue Questing until they've completed their Goals or have outgrown the area. [/QUOTE]
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