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<blockquote data-quote="Gansk" data-source="post: 5291112" data-attributes="member: 16383"><p>I also want to do something similar to what you're describing, but I think it will require at least double the time you're willing to invest. </p><p></p><p>At the outset, get a pre-published setting but don't read every detail regarding the geography. Then pick a spot at random and place the PC's in the nearest town. Then read everything you can regarding the area within a 30 to 50 mile radius. </p><p></p><p>Hopefully after reading, you'll have some adventure hooks that you can sprinkle in the characters' background history. You should have at least three hooks for the group, even better would be one per PC. If you don't have that many, gather as many 1st level modules that you can find and pick three at random. Then try to place them in the local area (use your creativity to tweak the module if it seems too hard). Don't read the modules front to back, just skim them so you know enough to place them.</p><p></p><p>During character creation, ask the players which hook they want to pursue. To cut down on your prep time, they will need to commit to the hook for at least one session. Then spend your prep time fleshing out the hook and play the session. After the session, ask them what they want to do next. Emphasize to them that it is perfectly OK for them to switch to another hook - that conveys the power of the sandbox.</p><p></p><p>Rinse and repeat as necessary. Use Ultimate Toolbox and other random generators to create hooks and interesting encounters. Roll them in advance during prep time - three at a time and pick the best one that inspires your imagination and creativity. Seed it in the next session, but don't fret if your players don't pick it. Just write it down and seed a reskinned version of it when they are higher level. </p><p></p><p>When the players say they want to travel to X, repeat the same process for the new area. Any new modules placed should be level appropriate, of course.</p><p></p><p>You'll also need to gather as many town and city maps that you can find, so when the players want to do city adventuring, you're ready. You don't want to waste your time on mapping. Just reading, creating, and adapting.</p><p></p><p>Most of the time the players will just pick the same module or hook that you have already prepped for. Use the downtime to catch up on your RL activities or if you feel like prepping, read up on an adjacent area and prepare a hook.</p></blockquote><p></p>
[QUOTE="Gansk, post: 5291112, member: 16383"] I also want to do something similar to what you're describing, but I think it will require at least double the time you're willing to invest. At the outset, get a pre-published setting but don't read every detail regarding the geography. Then pick a spot at random and place the PC's in the nearest town. Then read everything you can regarding the area within a 30 to 50 mile radius. Hopefully after reading, you'll have some adventure hooks that you can sprinkle in the characters' background history. You should have at least three hooks for the group, even better would be one per PC. If you don't have that many, gather as many 1st level modules that you can find and pick three at random. Then try to place them in the local area (use your creativity to tweak the module if it seems too hard). Don't read the modules front to back, just skim them so you know enough to place them. During character creation, ask the players which hook they want to pursue. To cut down on your prep time, they will need to commit to the hook for at least one session. Then spend your prep time fleshing out the hook and play the session. After the session, ask them what they want to do next. Emphasize to them that it is perfectly OK for them to switch to another hook - that conveys the power of the sandbox. Rinse and repeat as necessary. Use Ultimate Toolbox and other random generators to create hooks and interesting encounters. Roll them in advance during prep time - three at a time and pick the best one that inspires your imagination and creativity. Seed it in the next session, but don't fret if your players don't pick it. Just write it down and seed a reskinned version of it when they are higher level. When the players say they want to travel to X, repeat the same process for the new area. Any new modules placed should be level appropriate, of course. You'll also need to gather as many town and city maps that you can find, so when the players want to do city adventuring, you're ready. You don't want to waste your time on mapping. Just reading, creating, and adapting. Most of the time the players will just pick the same module or hook that you have already prepped for. Use the downtime to catch up on your RL activities or if you feel like prepping, read up on an adjacent area and prepare a hook. [/QUOTE]
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