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Sandboxing and bringing wonder and the unknown into DMing
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<blockquote data-quote="Mercurius" data-source="post: 5291578" data-attributes="member: 59082"><p>You know I've had the PDF of this for years and never really taken a look through. I just printed it out and will give it a browse. Thanks for the reminder!</p><p></p><p></p><p></p><p>Yeah, I know. I don't want to sacrifice the sandbox theme, so in some ways I could re-phrase my question and ask "What are ways to minimize preparation in a largely sandbox setting?" </p><p></p><p>I just spent a couple hours working on a summary document of the setting and it got me re-inspired. It may be that if I keep on feeling inspired I can carve out the time and dedicate 2-3 hours a week...that's my goal, at least. I guess I'll have to cut down on stuff like online forums! </p><p></p><p></p><p></p><p>All excellent advice, and a lot of what I've already been doing (especially the "draw a card" approach in terms of adventure hooks).</p><p></p><p>I don't want to use a pre-published setting, however, but I collect settings and can use ideas from them to fill out my own world.</p><p></p><p></p><p></p><p>How would you compare the two books? And what does Gamemastery Guide have that the Ultimate Toolbox or, say, various editions of the DMG not have?</p><p></p><p></p><p></p><p>Good idea and this is also where books like Dungeon Delve and Open Grave come in handy.</p><p></p><p></p><p></p><p>True. But as you say, the sense of the unknown can come from filling out the setting based upon what decisions the PCs make.</p><p></p><p></p><p></p><p></p><p></p><p>This is a good idea although maybe not best for this campaign. I could see doing this with a group of experience, serious players. My group is mainly comprised of 30-40-somethings that "used to play in high school," only one or two of whom have played in the last decade or so, and mainly pre-3E.</p><p></p><p></p><p></p><p>Just to clarify, my game group is not comprised of students. I've thought of running a game for/with students but just don't have the time.</p></blockquote><p></p>
[QUOTE="Mercurius, post: 5291578, member: 59082"] You know I've had the PDF of this for years and never really taken a look through. I just printed it out and will give it a browse. Thanks for the reminder! Yeah, I know. I don't want to sacrifice the sandbox theme, so in some ways I could re-phrase my question and ask "What are ways to minimize preparation in a largely sandbox setting?" I just spent a couple hours working on a summary document of the setting and it got me re-inspired. It may be that if I keep on feeling inspired I can carve out the time and dedicate 2-3 hours a week...that's my goal, at least. I guess I'll have to cut down on stuff like online forums! All excellent advice, and a lot of what I've already been doing (especially the "draw a card" approach in terms of adventure hooks). I don't want to use a pre-published setting, however, but I collect settings and can use ideas from them to fill out my own world. How would you compare the two books? And what does Gamemastery Guide have that the Ultimate Toolbox or, say, various editions of the DMG not have? Good idea and this is also where books like Dungeon Delve and Open Grave come in handy. True. But as you say, the sense of the unknown can come from filling out the setting based upon what decisions the PCs make. This is a good idea although maybe not best for this campaign. I could see doing this with a group of experience, serious players. My group is mainly comprised of 30-40-somethings that "used to play in high school," only one or two of whom have played in the last decade or so, and mainly pre-3E. Just to clarify, my game group is not comprised of students. I've thought of running a game for/with students but just don't have the time. [/QUOTE]
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