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why would a SuperHero campaign need a sandbox?
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<blockquote data-quote="Janx" data-source="post: 5764077" data-attributes="member: 8835"><p>exploring some new area/plane itself could be designed as a sandbox, but the main play space doesn't have to be a sandbox.</p><p></p><p>Smon's random tables could certainly name mega villans by name, and randomly generate their basic strategy. Which the GM would then flesh out the details.</p><p></p><p>I reckon the theory is, with the right tables, basic plot ideas are system generated and not just made up by GM. I use random tables to stimulate such ideas and force me to adapt to what the table said to write up the adventure about.</p><p></p><p>For myself:</p><p>I would have some tables handy to generate random minor crime, should the PCs go on patrol.</p><p></p><p>For a given session, I run about 4-6 hours worth of material. So I figure out what would work for the player's goals and write material to support pursuing that goal (stopping Magneto).</p><p></p><p>Since my sessions are short, I can generally predict what I'll need, and be able to stop when I hit a major deviation point (where the PCs are going in unexpected areas).</p><p></p><p></p><p>I also try not writing my material in a linear fashion. I document magneto's stats, allies and sites where he will be or places he will strike.</p><p></p><p>At that point, the PCs get some info on what might be going on, and I roll with whatever they choose to do to stop him. Maybe they look for Asteroid M and hit him at home. Maybe they try to predict what science places he'll hit next so they can stop him there.</p><p></p><p>What I don't do is make up the entire city, and assume the PCs need to wander everywhere and be prepared to have stuff happen. Stuff happens when I need it to happen to spur the PCs on to action or as a consequence of their choices.</p><p></p><p>All I need is:</p><p>"while you were on patrol in the warehouse district, you notice some suspicious activity"</p><p>"you get a call ont he Super HotLine for help, it's a monster attacking Metro City!"</p></blockquote><p></p>
[QUOTE="Janx, post: 5764077, member: 8835"] exploring some new area/plane itself could be designed as a sandbox, but the main play space doesn't have to be a sandbox. Smon's random tables could certainly name mega villans by name, and randomly generate their basic strategy. Which the GM would then flesh out the details. I reckon the theory is, with the right tables, basic plot ideas are system generated and not just made up by GM. I use random tables to stimulate such ideas and force me to adapt to what the table said to write up the adventure about. For myself: I would have some tables handy to generate random minor crime, should the PCs go on patrol. For a given session, I run about 4-6 hours worth of material. So I figure out what would work for the player's goals and write material to support pursuing that goal (stopping Magneto). Since my sessions are short, I can generally predict what I'll need, and be able to stop when I hit a major deviation point (where the PCs are going in unexpected areas). I also try not writing my material in a linear fashion. I document magneto's stats, allies and sites where he will be or places he will strike. At that point, the PCs get some info on what might be going on, and I roll with whatever they choose to do to stop him. Maybe they look for Asteroid M and hit him at home. Maybe they try to predict what science places he'll hit next so they can stop him there. What I don't do is make up the entire city, and assume the PCs need to wander everywhere and be prepared to have stuff happen. Stuff happens when I need it to happen to spur the PCs on to action or as a consequence of their choices. All I need is: "while you were on patrol in the warehouse district, you notice some suspicious activity" "you get a call ont he Super HotLine for help, it's a monster attacking Metro City!" [/QUOTE]
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why would a SuperHero campaign need a sandbox?
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