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<blockquote data-quote="Jahydin" data-source="post: 9603415" data-attributes="member: 6984869"><p>1. Hyperborea of course! Wait, not an option? I love SD, but would not use it for a serious and long campaign (it's my #1 goto for short ones though), so would choose BoL (despite not having tried it myself). Oh, <a href="https://www.enworld.org/threads/sword-sorcery-rpgs-2024.708424/" target="_blank">past thread on S&S</a> that's pretty good in case you haven't seen it.</p><p>2. In my games, I like traveling between areas to be more uncertain and dangerous. So unlike the "dungeons" that are bounded by level (and dependent on the party), outside encounters will have a broad range of difficulties (independent of party level).</p><p></p><p>I use a mix of keyed encounters that might get "refreshed" from time to time, but rely mostly on random encounters. I probably use less combat than most though; my goal is to make traveling exciting and exploring rewarding.</p><p></p><p>3. I would not think about all the different choices players could make. Besides your "main" quest, decide how many "adventures" are possible and where there "triggers" should be placed, important places in and around the starting area, then important NPCs that can be found there. From there, player choices can be infinite in the bounds you just established.</p><p></p><p>For instance, I would design one "adventure" myself as the "main quest" (Find the necromancer's lair under the sewers for clues that leads to "main quest 2". I would then grab two pre-written modules (what, I don't have infinite time on my hands!) and decide how and where they're to be discovered (if at all). For instance, a "rats in the basement" adventure would be triggered at the local tavern by talking with the staff, staying long enough to see them crawl around, or witnessing a body being taken out while walking by and inquiring. Next, I would then grab a pre-written starting area (there's so many good ones out there for free, why not) and work in whatever extra places/NPCs I want or need. Finally, I'd make a simple hex grid of the surrounding areas and key in some fun encounters that might take place on their way to any of my adventures I had set up. If you're using a good system, combat encounter tables should be taken care of, so I would just focus on non-combat ones.</p><p></p><p>From there, just let the players play in your sandbox and adjust when necesarry. Usually my "main quest" is non-negotiable and they fail the campaign if they fail the quest, but over to you how you want to draw your boundries (if at all).</p><p></p><p>4. Confused by this one. Unless it's explicitly covered in the rules it's kind of the GM's job to let players know if something can be attempted. In my games, even if there are rules for it, I'll still take the question as "what are my chances" and answer the best I can from their charcter's persepective. For instance, if asked, "Can I jump the gorge?", I would just reply, "Looks tough, but your Athletics skill is high, so you have a good chance to make it. You're dwarven friend in plate mail though might have a rought time...".</p><p></p><p>5. Depends on the system!</p><p></p><p>6. No, haha! Fun idea though. Sounds like the perfect reward after they gain some levels, did their research, and completed a sidequest or two.</p></blockquote><p></p>
[QUOTE="Jahydin, post: 9603415, member: 6984869"] 1. Hyperborea of course! Wait, not an option? I love SD, but would not use it for a serious and long campaign (it's my #1 goto for short ones though), so would choose BoL (despite not having tried it myself). Oh, [URL='https://www.enworld.org/threads/sword-sorcery-rpgs-2024.708424/']past thread on S&S[/URL] that's pretty good in case you haven't seen it. 2. In my games, I like traveling between areas to be more uncertain and dangerous. So unlike the "dungeons" that are bounded by level (and dependent on the party), outside encounters will have a broad range of difficulties (independent of party level). I use a mix of keyed encounters that might get "refreshed" from time to time, but rely mostly on random encounters. I probably use less combat than most though; my goal is to make traveling exciting and exploring rewarding. 3. I would not think about all the different choices players could make. Besides your "main" quest, decide how many "adventures" are possible and where there "triggers" should be placed, important places in and around the starting area, then important NPCs that can be found there. From there, player choices can be infinite in the bounds you just established. For instance, I would design one "adventure" myself as the "main quest" (Find the necromancer's lair under the sewers for clues that leads to "main quest 2". I would then grab two pre-written modules (what, I don't have infinite time on my hands!) and decide how and where they're to be discovered (if at all). For instance, a "rats in the basement" adventure would be triggered at the local tavern by talking with the staff, staying long enough to see them crawl around, or witnessing a body being taken out while walking by and inquiring. Next, I would then grab a pre-written starting area (there's so many good ones out there for free, why not) and work in whatever extra places/NPCs I want or need. Finally, I'd make a simple hex grid of the surrounding areas and key in some fun encounters that might take place on their way to any of my adventures I had set up. If you're using a good system, combat encounter tables should be taken care of, so I would just focus on non-combat ones. From there, just let the players play in your sandbox and adjust when necesarry. Usually my "main quest" is non-negotiable and they fail the campaign if they fail the quest, but over to you how you want to draw your boundries (if at all). 4. Confused by this one. Unless it's explicitly covered in the rules it's kind of the GM's job to let players know if something can be attempted. In my games, even if there are rules for it, I'll still take the question as "what are my chances" and answer the best I can from their charcter's persepective. For instance, if asked, "Can I jump the gorge?", I would just reply, "Looks tough, but your Athletics skill is high, so you have a good chance to make it. You're dwarven friend in plate mail though might have a rought time...". 5. Depends on the system! 6. No, haha! Fun idea though. Sounds like the perfect reward after they gain some levels, did their research, and completed a sidequest or two. [/QUOTE]
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