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Sandbox style: How to handle challenge levels
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<blockquote data-quote="robertsconley" data-source="post: 3678533" data-attributes="member: 13383"><p>Err Yes.</p><p></p><p>Of course you have the choice of making the result of the combat more interesting than SPLAT! your dead. Sell them into slavery is a possibility among others.</p><p></p><p>Having GMed a freeform game for 20 some years it took a while to learn how to managed hooks, leads, and information so that that players have the information needed to accomplish their goals.</p><p></p><p>Also it is far easier to this style of play if you use a setting with some foundation in our history. It doesn't have be an earth setting. But rather you say ok my campaign is going to have the following dozen or so fantastic elements. Then extrapolate the implications for your world. For example are the gods personally involved in their worshipers lives or are they distant figures. </p><p></p><p>By keeping as many detail realistic you get the benifit of how people of different experience interact in real-life. For example the PCs wouldn't go dragon slaying off the bat they may assisst the local noble in clearing out bandits and orcs from his demense. Then later get a job guarding a scholar in exploring a ruins. Then get to the point where they have enough contacts and experience to start perusing their own leads in more dangerous areas.</p><p></p><p>Remember if the tribe of giant is there for 2nd level PCs to wander into, why hasn't anybody else wander into them and had the same problem. The answer to that question or its negative before starting play may help the GM avoid the problem. </p><p></p><p>Enjoy</p><p>Rob Conley</p></blockquote><p></p>
[QUOTE="robertsconley, post: 3678533, member: 13383"] Err Yes. Of course you have the choice of making the result of the combat more interesting than SPLAT! your dead. Sell them into slavery is a possibility among others. Having GMed a freeform game for 20 some years it took a while to learn how to managed hooks, leads, and information so that that players have the information needed to accomplish their goals. Also it is far easier to this style of play if you use a setting with some foundation in our history. It doesn't have be an earth setting. But rather you say ok my campaign is going to have the following dozen or so fantastic elements. Then extrapolate the implications for your world. For example are the gods personally involved in their worshipers lives or are they distant figures. By keeping as many detail realistic you get the benifit of how people of different experience interact in real-life. For example the PCs wouldn't go dragon slaying off the bat they may assisst the local noble in clearing out bandits and orcs from his demense. Then later get a job guarding a scholar in exploring a ruins. Then get to the point where they have enough contacts and experience to start perusing their own leads in more dangerous areas. Remember if the tribe of giant is there for 2nd level PCs to wander into, why hasn't anybody else wander into them and had the same problem. The answer to that question or its negative before starting play may help the GM avoid the problem. Enjoy Rob Conley [/QUOTE]
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