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Slaughterhouse - Sandbox Equivalent for 4E
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<blockquote data-quote="I'm A Banana" data-source="post: 5283225" data-attributes="member: 2067"><p>The ideas about "metroidvania" dungeon design are solid. If you connect that with my idea about how powers the party has access to can dramatically change the challenges they access, you've got a nice little "adventure game" set-up. </p><p></p><p>The lair stat block might be decent for sandboxy play over the course of a campaign, but my games generally don't have the play length for that. I do like how he keys repopulating to when the party takes an extended rest, but that futzes with the pacing of the game, making more conservative parties (who rest more often) higher level faster than they would be otherwise, which could, in an extreme situation, basically mean that the party would sit there grinding on an infinite orc spawn as if this were a videogame. Which isn't an ideal thing for most games, I think. </p><p></p><p>Maybe his tables are different, but mine generally have a pretty strict time limit, not only in terms of the time in each session, but also in the number of sessions devoted to a given adventure/campaign. This works for a theoretically infinite-time-span campaign, but it's not so great when you've got specific things you want the party to accomplish. For that, you might need some more aggressive pacing ideas. </p><p></p><p>But it's some great thought on the idea. Four stars. <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></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5283225, member: 2067"] The ideas about "metroidvania" dungeon design are solid. If you connect that with my idea about how powers the party has access to can dramatically change the challenges they access, you've got a nice little "adventure game" set-up. The lair stat block might be decent for sandboxy play over the course of a campaign, but my games generally don't have the play length for that. I do like how he keys repopulating to when the party takes an extended rest, but that futzes with the pacing of the game, making more conservative parties (who rest more often) higher level faster than they would be otherwise, which could, in an extreme situation, basically mean that the party would sit there grinding on an infinite orc spawn as if this were a videogame. Which isn't an ideal thing for most games, I think. Maybe his tables are different, but mine generally have a pretty strict time limit, not only in terms of the time in each session, but also in the number of sessions devoted to a given adventure/campaign. This works for a theoretically infinite-time-span campaign, but it's not so great when you've got specific things you want the party to accomplish. For that, you might need some more aggressive pacing ideas. But it's some great thought on the idea. Four stars. :) [/QUOTE]
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