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Sandbox style: How to handle challenge levels
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<blockquote data-quote="kaomera" data-source="post: 3677355" data-attributes="member: 38357"><p>As I have seen sandbox-style played (and as I have run it) it works mostly as you described it. The number of Bugbears (asuming 1e, in 3.5 you've got the right idea in adding character levels!) and who / what was leading them or hiding in the lower levels of the dungeon (if anything) would usually depend on what level the PCs where when they decided that these Bugbears where important to them. BBEG-types would usually get statted up when they entered play (often several levels above where the PCs could really take them on at that point). That tended to be more static (assuming the players had some idea of what level they where supposed to be) in order to avoid problems, but even there there could be a nasty suprise waiting for the PCs... (Like the "Thaumaturgist" that turned out to actually be an Evil High Priest laying low when confronted by a pary of 7th to 9th level PCs!)</p><p></p><p>One other thing to keep in mind (or not): It's all about giving the players as much rope (as in "enough rope") as they want. If they want to pick up much lower-level encounters, then whatever or whomever is backing them is going to take notice... Not that you should do this maliciously, but players will have to be willing to deal with whatever consequences there are for their characters' actions, even unexpected ones. Bad guys should have alliances and chains of command and such, there should be something bigger and badder behind almost any foe (ok, maybe not the Monstrous Centipedes...). And smart PCs (or at least smart players) should take advantage of this too. If they want an alliance with the local church they should be able to arrange one, with benefits that are worth at least as much as any services that may be asked of them...</p><p></p><p>One thing I keep telling my players is this: If you want to go do a job for Joe Noble (or Jim Guildmaster, or Jack Wizard, or whomever...) you should expect that the job is going to benefit Joe Noble. Not that it won't benefit your PCs too, but if that's your #1 goal you may be better served going out and taking what you want. Want a Keep? I'll bet the local Laird will let you keep the one that Anti-Paladin's been hiding out in with his bandit gang, if you promise to fix it up and keep the trade route safe. Want some gold? I'll bet that Dragon up in the hills that attacks a local village every few years has a pretty penny to lay down upon. Want a magic sword? Well, who do you know who a) owns one, and b) you wouldn't mind seeing dead?</p><p></p><p>Er, sorry, I'm rambling...</p></blockquote><p></p>
[QUOTE="kaomera, post: 3677355, member: 38357"] As I have seen sandbox-style played (and as I have run it) it works mostly as you described it. The number of Bugbears (asuming 1e, in 3.5 you've got the right idea in adding character levels!) and who / what was leading them or hiding in the lower levels of the dungeon (if anything) would usually depend on what level the PCs where when they decided that these Bugbears where important to them. BBEG-types would usually get statted up when they entered play (often several levels above where the PCs could really take them on at that point). That tended to be more static (assuming the players had some idea of what level they where supposed to be) in order to avoid problems, but even there there could be a nasty suprise waiting for the PCs... (Like the "Thaumaturgist" that turned out to actually be an Evil High Priest laying low when confronted by a pary of 7th to 9th level PCs!) One other thing to keep in mind (or not): It's all about giving the players as much rope (as in "enough rope") as they want. If they want to pick up much lower-level encounters, then whatever or whomever is backing them is going to take notice... Not that you should do this maliciously, but players will have to be willing to deal with whatever consequences there are for their characters' actions, even unexpected ones. Bad guys should have alliances and chains of command and such, there should be something bigger and badder behind almost any foe (ok, maybe not the Monstrous Centipedes...). And smart PCs (or at least smart players) should take advantage of this too. If they want an alliance with the local church they should be able to arrange one, with benefits that are worth at least as much as any services that may be asked of them... One thing I keep telling my players is this: If you want to go do a job for Joe Noble (or Jim Guildmaster, or Jack Wizard, or whomever...) you should expect that the job is going to benefit Joe Noble. Not that it won't benefit your PCs too, but if that's your #1 goal you may be better served going out and taking what you want. Want a Keep? I'll bet the local Laird will let you keep the one that Anti-Paladin's been hiding out in with his bandit gang, if you promise to fix it up and keep the trade route safe. Want some gold? I'll bet that Dragon up in the hills that attacks a local village every few years has a pretty penny to lay down upon. Want a magic sword? Well, who do you know who a) owns one, and b) you wouldn't mind seeing dead? Er, sorry, I'm rambling... [/QUOTE]
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