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<blockquote data-quote="Bupp" data-source="post: 6507025" data-attributes="member: 6784990"><p>I've run quite a few sandbox campaigns, but I've never run a hexcrawl.</p><p></p><p>Back in my high school/army days was my high point of DMing in a sandbox. Lots of free time and expendable income for gaming.</p><p></p><p>I've never been great at coming up with original ideas, but I can always take other peoples ideas and blend them together to and make them my own. </p><p></p><p>Back then I bought just about every published adventure and had a subscription to Dungeon. I kept index cards of each adventure with a synopsis and organized by level range. A lot of my pleasure reading then was adventures. I'd read through them over and over, even playtesting them myself with different adventuring groups I'd make up. A lot of these characters would become NPC's in my world.</p><p></p><p>After the character creation session, once I had an idea of what the group was, I'd write up "Rumor Notes" for each character. 3-5 things that each character has heard about that were adventure hooks. Some would overlap, being different rumors about the same things. Then at the end of each adventure, I'd hand out a few more to each player. They would discuss among themselves what they were interested in checking out. If was always fun to see what interested each player, and the group as a whole. </p><p></p><p>I'd take friends and foes from early adventures and make them recurring. I'd also take things from adventures they passed over and mix them into later adventures. </p><p></p><p>Sometimes I'd throw some stuff at them that I wanted to run, though. "On your way to do this, <em>THIS</em> happens!"</p><p></p><p>Still, for the most part the players had complete control over what they did, within the parameters of the rumors I'd give out, but that would leave plenty of choices.</p></blockquote><p></p>
[QUOTE="Bupp, post: 6507025, member: 6784990"] I've run quite a few sandbox campaigns, but I've never run a hexcrawl. Back in my high school/army days was my high point of DMing in a sandbox. Lots of free time and expendable income for gaming. I've never been great at coming up with original ideas, but I can always take other peoples ideas and blend them together to and make them my own. Back then I bought just about every published adventure and had a subscription to Dungeon. I kept index cards of each adventure with a synopsis and organized by level range. A lot of my pleasure reading then was adventures. I'd read through them over and over, even playtesting them myself with different adventuring groups I'd make up. A lot of these characters would become NPC's in my world. After the character creation session, once I had an idea of what the group was, I'd write up "Rumor Notes" for each character. 3-5 things that each character has heard about that were adventure hooks. Some would overlap, being different rumors about the same things. Then at the end of each adventure, I'd hand out a few more to each player. They would discuss among themselves what they were interested in checking out. If was always fun to see what interested each player, and the group as a whole. I'd take friends and foes from early adventures and make them recurring. I'd also take things from adventures they passed over and mix them into later adventures. Sometimes I'd throw some stuff at them that I wanted to run, though. "On your way to do this, [i]THIS[/i] happens!" Still, for the most part the players had complete control over what they did, within the parameters of the rumors I'd give out, but that would leave plenty of choices. [/QUOTE]
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