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The many types of Sandboxes and Open-World Campaigns
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<blockquote data-quote="Yora" data-source="post: 8655728" data-attributes="member: 6670763"><p>That's what I also concluded. The size of a sandbox is defined by the number of marked sites and the amount of random encounter checks between the sites.</p><p>Distances and geography are window dressing.</p><p></p><p>I guess one way one could approach filling out the sites roster would be to consider the amount of XP that characters could reasonably get from exploring a site, and the average party level to which each site is calibrated.</p><p>If there were only one dungeon aimed at 1st level parties and that dungeon doesn't have enough XP in total to get 1st level characters to 2nd level, that would be a good definition of "too small". In fact, I think there should be at least double as many XP in level 1 dungeons as the PCs would need to get to 2nd level, simply because they players won't accomplish anything they could and some characters might be lost throughout the course of the campaign. And we also want the players to have real options what they want to check out.</p><p>Since it's completely impractical to fully create all the dungeons that the players might or might not get to see in advance for the campaign, there is always room to adjust as you go. You can simply make dungeons larger with more opportunities to get XP, or you can adjust a yet unvisited dungeon to be for a level lower than originally planned. But this does have its limits. You can't really go straight from small goblin holes to the Black Fortress of Doom where dragons circle the spires and demons prowl the street. You need some sense of progression with the players going into slowly but increasingly more dangerous looking places and work their way up to the big nasty ones.</p><p>You can always add more sites to unvisted areas of the wilderness when it becomes neccessary, but then you'll not be having any forshadowing for those places, which in some context might appear a bit random and disconnected if the other sites are integrated really well.</p></blockquote><p></p>
[QUOTE="Yora, post: 8655728, member: 6670763"] That's what I also concluded. The size of a sandbox is defined by the number of marked sites and the amount of random encounter checks between the sites. Distances and geography are window dressing. I guess one way one could approach filling out the sites roster would be to consider the amount of XP that characters could reasonably get from exploring a site, and the average party level to which each site is calibrated. If there were only one dungeon aimed at 1st level parties and that dungeon doesn't have enough XP in total to get 1st level characters to 2nd level, that would be a good definition of "too small". In fact, I think there should be at least double as many XP in level 1 dungeons as the PCs would need to get to 2nd level, simply because they players won't accomplish anything they could and some characters might be lost throughout the course of the campaign. And we also want the players to have real options what they want to check out. Since it's completely impractical to fully create all the dungeons that the players might or might not get to see in advance for the campaign, there is always room to adjust as you go. You can simply make dungeons larger with more opportunities to get XP, or you can adjust a yet unvisited dungeon to be for a level lower than originally planned. But this does have its limits. You can't really go straight from small goblin holes to the Black Fortress of Doom where dragons circle the spires and demons prowl the street. You need some sense of progression with the players going into slowly but increasingly more dangerous looking places and work their way up to the big nasty ones. You can always add more sites to unvisted areas of the wilderness when it becomes neccessary, but then you'll not be having any forshadowing for those places, which in some context might appear a bit random and disconnected if the other sites are integrated really well. [/QUOTE]
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