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Sandbox style: How to handle challenge levels
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<blockquote data-quote="Raven Crowking" data-source="post: 3696885" data-attributes="member: 18280"><p>BTW, Doug, the mega-dungeon/mega-adventuring area came out of sandbox-style play, and you really should consider including one such structure in your game. This should not be a place to be explored all at once; it should be a setting that the PCs can dip into when they want to. Because the sandbox-style game puts more pressure on the players to decide what they want to do, a place that they can default to, without having to make that sort of decision, can make for a welcome break at times.</p><p></p><p>To be successful, such a complex should be interesting to map (in case the players do map) with multiple entrances and exits, and many ways to change levels (so that 10th level PCs don't have to slog through the 1st level areas repeatedly). If the players do not map, you should have them find incomplete maps from time to time.</p><p></p><p>Essentially, you are creating a ruined city/dungeon/whatever where the players know that they can always go if they have no obvious hooks that they feel like following up, or if they feel like just playing "beer & pretzels" tonight. </p><p></p><p></p><p>RC</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 3696885, member: 18280"] BTW, Doug, the mega-dungeon/mega-adventuring area came out of sandbox-style play, and you really should consider including one such structure in your game. This should not be a place to be explored all at once; it should be a setting that the PCs can dip into when they want to. Because the sandbox-style game puts more pressure on the players to decide what they want to do, a place that they can default to, without having to make that sort of decision, can make for a welcome break at times. To be successful, such a complex should be interesting to map (in case the players do map) with multiple entrances and exits, and many ways to change levels (so that 10th level PCs don't have to slog through the 1st level areas repeatedly). If the players do not map, you should have them find incomplete maps from time to time. Essentially, you are creating a ruined city/dungeon/whatever where the players know that they can always go if they have no obvious hooks that they feel like following up, or if they feel like just playing "beer & pretzels" tonight. RC [/QUOTE]
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