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*Pathfinder & Starfinder
So how's Kingmaker working out?
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<blockquote data-quote="BlackMoria" data-source="post: 5213994" data-attributes="member: 424"><p>I am running it for my group right now.</p><p></p><p>Sandbox with certain fixed encounters to further the overarching storyline.</p><p></p><p>Stolen Lands is principally almost all sandbox. You get XP for exploration. The exploration can result in storyline encounters. There are 'quests' of sorts which also either further the storyline or give the characters some interaction or learning about the area they are in.</p><p></p><p>Rivers Run Red is mostly sandbox with exploration ongoing but now adding a new layer of 'kingdom' building. They are extensive rules for kingdom building and it can be done on stage or off stage. Our group is doing most of it outside of play sessions. Again, quests and fixed encounters further the story or add color to the area they are in. You also get XP for developing your kingdom.</p><p></p><p>That is as far as our group has gone so far. As the adventure path continues, it will get less sandboxy as the main plotline starts to have more and more an impact on the developing kingdom.</p><p></p><p>Our group is enjoying it. As the DM, I like it because the sandbox nature of the campaign allows me to swap out encounters and elements I don't like to put in one's of my own choosing. I can also develop my own quests. It is easy to do as most of the sandbox elements usually don't touch on the main plot line and those that do are easy enough to identify and run with as is or modify with the eye to the overall story.</p><p></p><p>My players are not that big into nuts and bolts of kingdom building so we have moved that aspect to out of play session for planning and design and only roleplay significant aspects (like the kingdom can have 'encounters') I can see other groups really getting into this aspect but I can see other groups choosing to move that aspect of the campaign off stage.</p><p></p><p>Timelines are extremely fluid and up to the DM so there is no timer counting down on the main plotline. It can be days or years between certain events and modules if you or the players want it to.</p></blockquote><p></p>
[QUOTE="BlackMoria, post: 5213994, member: 424"] I am running it for my group right now. Sandbox with certain fixed encounters to further the overarching storyline. Stolen Lands is principally almost all sandbox. You get XP for exploration. The exploration can result in storyline encounters. There are 'quests' of sorts which also either further the storyline or give the characters some interaction or learning about the area they are in. Rivers Run Red is mostly sandbox with exploration ongoing but now adding a new layer of 'kingdom' building. They are extensive rules for kingdom building and it can be done on stage or off stage. Our group is doing most of it outside of play sessions. Again, quests and fixed encounters further the story or add color to the area they are in. You also get XP for developing your kingdom. That is as far as our group has gone so far. As the adventure path continues, it will get less sandboxy as the main plotline starts to have more and more an impact on the developing kingdom. Our group is enjoying it. As the DM, I like it because the sandbox nature of the campaign allows me to swap out encounters and elements I don't like to put in one's of my own choosing. I can also develop my own quests. It is easy to do as most of the sandbox elements usually don't touch on the main plot line and those that do are easy enough to identify and run with as is or modify with the eye to the overall story. My players are not that big into nuts and bolts of kingdom building so we have moved that aspect to out of play session for planning and design and only roleplay significant aspects (like the kingdom can have 'encounters') I can see other groups really getting into this aspect but I can see other groups choosing to move that aspect of the campaign off stage. Timelines are extremely fluid and up to the DM so there is no timer counting down on the main plotline. It can be days or years between certain events and modules if you or the players want it to. [/QUOTE]
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So how's Kingmaker working out?
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