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<blockquote data-quote="iserith" data-source="post: 8678050" data-attributes="member: 97077"><p>What I do is I tell the players there's a plot, that there is no content outside the plot, and that they must agree to stick to the plot as best as possible. If they agree, I'll run it but only begrudgingly. I also tie character advancement to staying on the plot and not anything else.</p><p></p><p>I can prep a plot-based adventure to fill 4 hours of session time (5 hours with shopping) in about 10 minutes - a basic storyline, a couple NPCs, some stat blocks, and a couple maps (which I only need for the VTT). I can't do that for a sandbox. Putting together a wandering monster or random encounter table alone takes longer than that.</p><p></p><p>This is also one of the reasons why I think city-based play is popular - less prep. It's easier to improvise stuff there than construct a dungeon and populate it with traps, monsters, and treasure. It's the path of least resistance for the DM, prep-wise.</p></blockquote><p></p>
[QUOTE="iserith, post: 8678050, member: 97077"] What I do is I tell the players there's a plot, that there is no content outside the plot, and that they must agree to stick to the plot as best as possible. If they agree, I'll run it but only begrudgingly. I also tie character advancement to staying on the plot and not anything else. I can prep a plot-based adventure to fill 4 hours of session time (5 hours with shopping) in about 10 minutes - a basic storyline, a couple NPCs, some stat blocks, and a couple maps (which I only need for the VTT). I can't do that for a sandbox. Putting together a wandering monster or random encounter table alone takes longer than that. This is also one of the reasons why I think city-based play is popular - less prep. It's easier to improvise stuff there than construct a dungeon and populate it with traps, monsters, and treasure. It's the path of least resistance for the DM, prep-wise. [/QUOTE]
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