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<blockquote data-quote="S'mon" data-source="post: 5291241" data-attributes="member: 463"><p>This mirrors my own situation! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Except I only have 1 kid, but he's a very very big handful. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>Hopefully I'll have more thoughts later, but things I have found to work:</p><p></p><p>Sketch out or purchase a starting locale of reasonable size, eg the Points of Light in Rob Conley's Points of Light I & II. Seed it with lots of little adventures - if it doesn't come with them included. They should mostly be of a level range doable by starting PCs, with a few tougher ones. Then let the PCs go where they want and do what they want.</p><p></p><p>One sandbox approach that worked great for me was taking a large number of short published rural-setting adventures from old 'White Dwarf' and drawing a map around them, then start the PCs in the middle of the map. I drew it at 10 miles/hex but now I think 5-8 miles/hex is probably better; Points of Light I & II use 5 mile hexes.</p><p></p><p>Published sandboxes I have used that work well:</p><p></p><p><em>Lost City of Barakus</em> (3e) - a wilderness full of little dungeons & encounters, plus a megadungeon, plus a city with some plot-based adventures. This is great, highly recommend.</p><p></p><p><em>Vault of Larin Karr</em> (3e) - a wilderness with villages and extensive Underdark beneath, seeded with lots of dungeons & encounters.</p><p></p><p><em>City State of the Invincible Overlord</em> within the <em>Wilderlands of High Fantasy</em> (1e & 3e) - dangerous chaotic city, with lots of plots/rumours and lots of detailed dungeons in the Wraith Overlord expansion.</p><p></p><p>Useful techniques include: handy random encounter tables for inspiration (never be a slave to the table, though), predesigned 'floating' encounters without a set location you can use when desired (or randomly), 'floating' adventure-hooks that can be assigned to a variety of NPCs ("my nephews are missing" that lead the PCs to a suitable dungeon/encounter.</p><p></p><p>It's important to detail enough right off that the PCs always have options, that keeps things exciting & surprising for you as GM. OTOH do not try to prep the whole campaign in advance, you want to be a bit ahead of the players but able to riff off them and develop your material in whichever way they go.</p></blockquote><p></p>
[QUOTE="S'mon, post: 5291241, member: 463"] This mirrors my own situation! :) Except I only have 1 kid, but he's a very very big handful. :) Hopefully I'll have more thoughts later, but things I have found to work: Sketch out or purchase a starting locale of reasonable size, eg the Points of Light in Rob Conley's Points of Light I & II. Seed it with lots of little adventures - if it doesn't come with them included. They should mostly be of a level range doable by starting PCs, with a few tougher ones. Then let the PCs go where they want and do what they want. One sandbox approach that worked great for me was taking a large number of short published rural-setting adventures from old 'White Dwarf' and drawing a map around them, then start the PCs in the middle of the map. I drew it at 10 miles/hex but now I think 5-8 miles/hex is probably better; Points of Light I & II use 5 mile hexes. Published sandboxes I have used that work well: [I]Lost City of Barakus[/I] (3e) - a wilderness full of little dungeons & encounters, plus a megadungeon, plus a city with some plot-based adventures. This is great, highly recommend. [I]Vault of Larin Karr[/I] (3e) - a wilderness with villages and extensive Underdark beneath, seeded with lots of dungeons & encounters. [I]City State of the Invincible Overlord[/I] within the [I]Wilderlands of High Fantasy[/I] (1e & 3e) - dangerous chaotic city, with lots of plots/rumours and lots of detailed dungeons in the Wraith Overlord expansion. Useful techniques include: handy random encounter tables for inspiration (never be a slave to the table, though), predesigned 'floating' encounters without a set location you can use when desired (or randomly), 'floating' adventure-hooks that can be assigned to a variety of NPCs ("my nephews are missing" that lead the PCs to a suitable dungeon/encounter. It's important to detail enough right off that the PCs always have options, that keeps things exciting & surprising for you as GM. OTOH do not try to prep the whole campaign in advance, you want to be a bit ahead of the players but able to riff off them and develop your material in whichever way they go. [/QUOTE]
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