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<blockquote data-quote="Emerikol" data-source="post: 8199867" data-attributes="member: 6698278"><p>Sandboxes are there to give players choices. The give them the feeling they are in control of their destinies. Anything not used can be salvaged for the next campaign. This doesn't mean they won't get interested in some plot thread and pursue it to its conclusion. If you have an adventure path, it's fine to put it in the sandbox but if the players hope off the train after 3 of 5 adventures that should be okay. Another good example is the Against the Giants series. At the end, they suggested the group could go on against the Drow but that there was no compulsion to do so. </p><p></p><p>One way to do this is to be able to use preexisting material, massage it for your world's flavor, and put it into the sandbox.</p><p></p><p>I also like to have lots of NPCs up to things. These NPCs are not all related or working together. I want the world to feel like a living breathing world and not just a video game. I want the players to think that if they hide in a cave for two months that when they return to civilization something will have changed. The world goes on and on. Why? Because that is how our world feels. It doesn't wait on us.</p></blockquote><p></p>
[QUOTE="Emerikol, post: 8199867, member: 6698278"] Sandboxes are there to give players choices. The give them the feeling they are in control of their destinies. Anything not used can be salvaged for the next campaign. This doesn't mean they won't get interested in some plot thread and pursue it to its conclusion. If you have an adventure path, it's fine to put it in the sandbox but if the players hope off the train after 3 of 5 adventures that should be okay. Another good example is the Against the Giants series. At the end, they suggested the group could go on against the Drow but that there was no compulsion to do so. One way to do this is to be able to use preexisting material, massage it for your world's flavor, and put it into the sandbox. I also like to have lots of NPCs up to things. These NPCs are not all related or working together. I want the world to feel like a living breathing world and not just a video game. I want the players to think that if they hide in a cave for two months that when they return to civilization something will have changed. The world goes on and on. Why? Because that is how our world feels. It doesn't wait on us. [/QUOTE]
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