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Starting a new campaign (integrating sandbox and metaplot - mutually exclusive?)
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<blockquote data-quote="jedavis" data-source="post: 5947195" data-attributes="member: 35933"><p>Not sure this is really helpful, but I am happy to report that this is totally doable. I did it in Traveller (eesh, a year and a half ago now). I launched with a Farscape opening, with the PCs escaping from an imperial prison ship. They did a bunch of wandering around looking to make enough to keep the ship in space, saved some psions from enslavement, stole 80 tons of pornography, standard Traveller stuff. Eventually they stumbled on an ancient derelict starship haunted by things from beyond the veil, and this kicked off a metaplot involving avoiding the Imperial Inquisition while fighting cultists, hunting the three parts of the Annulus of Annihilation, evading bounty hunters, bargaining with demons, thwarting the schemes of a mad professor, and ultimately saving the universe.</p><p></p><p>So: go for it! Best of luck. One thing I will say, though, is that the sandbox remained real throughout. If they decided to high-tail it away from all the supernatural freakiness out into the coreward sectors, that was their prerogative... but it would have caught up with them eventually. Likewise, they could dally in friendly ports for weeks, but the tracking of time meant that I could figure out what their enemies were doing with that time, and they were not sitting idle. Running a sandbox game is all about consequences; you let them do anything, but you make it matter later. You kill the prisoner? OK, but his family is after you now (or he returns as a cyborg monstrosity intent on killing you). You save someone's life? OK, she makes a brief re-appearance later with a piece of useful information. That kind of thing.</p></blockquote><p></p>
[QUOTE="jedavis, post: 5947195, member: 35933"] Not sure this is really helpful, but I am happy to report that this is totally doable. I did it in Traveller (eesh, a year and a half ago now). I launched with a Farscape opening, with the PCs escaping from an imperial prison ship. They did a bunch of wandering around looking to make enough to keep the ship in space, saved some psions from enslavement, stole 80 tons of pornography, standard Traveller stuff. Eventually they stumbled on an ancient derelict starship haunted by things from beyond the veil, and this kicked off a metaplot involving avoiding the Imperial Inquisition while fighting cultists, hunting the three parts of the Annulus of Annihilation, evading bounty hunters, bargaining with demons, thwarting the schemes of a mad professor, and ultimately saving the universe. So: go for it! Best of luck. One thing I will say, though, is that the sandbox remained real throughout. If they decided to high-tail it away from all the supernatural freakiness out into the coreward sectors, that was their prerogative... but it would have caught up with them eventually. Likewise, they could dally in friendly ports for weeks, but the tracking of time meant that I could figure out what their enemies were doing with that time, and they were not sitting idle. Running a sandbox game is all about consequences; you let them do anything, but you make it matter later. You kill the prisoner? OK, but his family is after you now (or he returns as a cyborg monstrosity intent on killing you). You save someone's life? OK, she makes a brief re-appearance later with a piece of useful information. That kind of thing. [/QUOTE]
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