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<blockquote data-quote="Keefe the Thief" data-source="post: 5135136" data-attributes="member: 49552"><p>I´ve done exactly that and my Campaign is running for 2 years+. The sandbox is not in the setup but in the freedom you grant your players. Many times i prepared a session and caught myself preparing several possibilities but unconsciously choosing one i would have liked to happen. This is the greatest danger for a sandbox.</p><p></p><p>Of course, the start in Phlan is pretty straightforward. All thos council proclamations available, but at first, all they can do is clean out the slums. Only when the slums are free can they get to other areas and really "choose" where to go.</p><p></p><p>I solved that by creating 6 sub-missions for the slums they could approach in any order. Some of those "solved themselves" or were solved by other adventurers, but they had to decided where to go and what to do. They tended to ask the council about their preferences (whith which they´ve established quite a relationship).</p><p></p><p>I say go for it: the moonsea is the perfect place for a sandbox. And for me it´s the perfect place to prove those wrong that say that you cannot sandbox well with 4e. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Happy gaming!</p><p></p><p></p><p>EDIT: </p><p>To expand that a little bit, in the slums i had</p><p>a) a meeting of important demihuman leaders, where they could learn some secrets about the invastion of the army of darkness.</p><p>b) a hobgoblin group that stole some treasure from a temple.</p><p>c) the mad mage Ohlo who sends them on a quest. In my version, it is really the ghost of Ohlo who died hundreds of years ago. When they bring him his potion, he will finally "remember" that he died and vanish away. </p><p>e) a nasty group of gnolls led by a gnoll bardesse - awesome, tough fight (eladrin + feystepping on towers + rangers shooting = death on a stick). </p><p>f) kobolds hiding in the old stables of the city militia. </p><p></p><p>Most of those encounters were inspired by the game - it´s unbelieveable how much of that game i still have memorized to this day. </p><p></p><p>And i would think long and hard about using Thyranthraxus. He´s a cool villain, but his "totally take over a PC on a botched roll" is not something i would use IMC. </p><p></p><p>The only drawback of sandbox campaigns? Prepping a destroyed Zhentil Keep with 100 locations and the players say "what the heck, we don´t like this city" and move on after half a day.<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p></blockquote><p></p>
[QUOTE="Keefe the Thief, post: 5135136, member: 49552"] I´ve done exactly that and my Campaign is running for 2 years+. The sandbox is not in the setup but in the freedom you grant your players. Many times i prepared a session and caught myself preparing several possibilities but unconsciously choosing one i would have liked to happen. This is the greatest danger for a sandbox. Of course, the start in Phlan is pretty straightforward. All thos council proclamations available, but at first, all they can do is clean out the slums. Only when the slums are free can they get to other areas and really "choose" where to go. I solved that by creating 6 sub-missions for the slums they could approach in any order. Some of those "solved themselves" or were solved by other adventurers, but they had to decided where to go and what to do. They tended to ask the council about their preferences (whith which they´ve established quite a relationship). I say go for it: the moonsea is the perfect place for a sandbox. And for me it´s the perfect place to prove those wrong that say that you cannot sandbox well with 4e. ;) Happy gaming! EDIT: To expand that a little bit, in the slums i had a) a meeting of important demihuman leaders, where they could learn some secrets about the invastion of the army of darkness. b) a hobgoblin group that stole some treasure from a temple. c) the mad mage Ohlo who sends them on a quest. In my version, it is really the ghost of Ohlo who died hundreds of years ago. When they bring him his potion, he will finally "remember" that he died and vanish away. e) a nasty group of gnolls led by a gnoll bardesse - awesome, tough fight (eladrin + feystepping on towers + rangers shooting = death on a stick). f) kobolds hiding in the old stables of the city militia. Most of those encounters were inspired by the game - it´s unbelieveable how much of that game i still have memorized to this day. And i would think long and hard about using Thyranthraxus. He´s a cool villain, but his "totally take over a PC on a botched roll" is not something i would use IMC. The only drawback of sandbox campaigns? Prepping a destroyed Zhentil Keep with 100 locations and the players say "what the heck, we don´t like this city" and move on after half a day.:p [/QUOTE]
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