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General Tabletop Discussion
*Dungeons & Dragons
What separates a sandbox adventure from an AP?
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<blockquote data-quote="Blackbrrd" data-source="post: 6556863" data-attributes="member: 63962"><p>This is the reason I switched from AP to standalone adventures. In an adventure, I am just assuming that I can get a general overview of the situation and create my own adventure from it. With an AP, I can't really do that, because then it will get really hard to run the next adventure in the series.</p><p></p><p>The reason I use premade adventures is that I have problems actually comming up with enough stuff to run a long campaign, I am just not creative enough. I use the adventures to get inspiration and sometimes run them more or less as written, or at least parts of them. My players were quite keen on taking on Nazim Redthorn from Reavers of Harkenworld without me nudging them in that direction. It's actually a 4e adventure I would recommend. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>One thing I do is when I am going to use a location like the keep from Reavers of Harkenworld, I compile the information about who's where, and instead of running the encounters as written, I use common sense to create encounters as the PCs explore/bluff/sneak/fight their way through the castle. If somebody is dead, I cross them off from the list. This makes it a whole lot easier to react to the players clever ideas instead of trying to get the adventures premade descriptions like: "when the players enter this room, xyz attacks" to make sense, when xyz is dead, or at a completely different location or whatever.</p><p></p><p>It would have been nice if the adventures were written in the condenced format I actually use to run the adventures, with information about motivations, mannerisms and so on in a separate description. Basically, for each location, something like this:</p><p>a) a map with boxes showing with callouts with the number of NPCs in each room</p><p>b) a short description of the location</p><p>c) a text describing the general behaviour of the NPCs at the location</p><p>d) a text describing the important NPCs and their motivations and likely reactions.</p><p></p><p>That would be a lot more useful than the current:</p><p>a) a map with numbers on it</p><p>b) a short description of the location</p><p>c) a description room by room with the description of the NPCs in that room</p></blockquote><p></p>
[QUOTE="Blackbrrd, post: 6556863, member: 63962"] This is the reason I switched from AP to standalone adventures. In an adventure, I am just assuming that I can get a general overview of the situation and create my own adventure from it. With an AP, I can't really do that, because then it will get really hard to run the next adventure in the series. The reason I use premade adventures is that I have problems actually comming up with enough stuff to run a long campaign, I am just not creative enough. I use the adventures to get inspiration and sometimes run them more or less as written, or at least parts of them. My players were quite keen on taking on Nazim Redthorn from Reavers of Harkenworld without me nudging them in that direction. It's actually a 4e adventure I would recommend. :) One thing I do is when I am going to use a location like the keep from Reavers of Harkenworld, I compile the information about who's where, and instead of running the encounters as written, I use common sense to create encounters as the PCs explore/bluff/sneak/fight their way through the castle. If somebody is dead, I cross them off from the list. This makes it a whole lot easier to react to the players clever ideas instead of trying to get the adventures premade descriptions like: "when the players enter this room, xyz attacks" to make sense, when xyz is dead, or at a completely different location or whatever. It would have been nice if the adventures were written in the condenced format I actually use to run the adventures, with information about motivations, mannerisms and so on in a separate description. Basically, for each location, something like this: a) a map with boxes showing with callouts with the number of NPCs in each room b) a short description of the location c) a text describing the general behaviour of the NPCs at the location d) a text describing the important NPCs and their motivations and likely reactions. That would be a lot more useful than the current: a) a map with numbers on it b) a short description of the location c) a description room by room with the description of the NPCs in that room [/QUOTE]
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What separates a sandbox adventure from an AP?
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