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World of Warcraft taught me how to DM again.
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<blockquote data-quote="Henry" data-source="post: 4628212" data-attributes="member: 158"><p>I haven't done it in a while, but back in 3.0 I ran a Forgotten Realms "sandbox" game (is that the correct term?) in this vein. The players had no overarching plots, just one or two subplots involving why some assassins were occasionally sent to spy on them or kill them, and the rest of the game was them wandering the countryside, helping who they wanted to help, killin' who needed killin', or sometimes running from jobs that were WAAAY too big for them. I'll never forget the town beseiged by hill giants they ran against -- they convinced the folk to fight, they invaded the giants' home to find FORTY hill giants, killed almost twenty but then had to run for their lives, spending the night cooped up in a root cellar in hiding until the morning, and when they emerged, they found the giants had razed the town to the ground in anger and carried EVERYONE else off (or had fled). They snuck out of the razed town, changed their names, and never went back....</p><p></p><p>They took to calling themselves the Company of the Endless Bridge, because they never finished a single quest - they'd take some up-front payment, do some initial good, then either cut and run if it got tough, or they'd just lose interest in finishing and then leaving the scene, moving progressively northward and up the Inner Sea/Westgate/Dalelands/Moonsea/Bloodlands region. Despite being more anti-heroes than "heroes", they had a good time with the campaign, because it was so different from the whole "save the realm" thing.</p><p></p><p><em>EDIT: Y'know, this sounds pretty dumb, but I only just now figured out why they probably never followed up on the whole "who is trying to kill them" subplot... <img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /></em></p></blockquote><p></p>
[QUOTE="Henry, post: 4628212, member: 158"] I haven't done it in a while, but back in 3.0 I ran a Forgotten Realms "sandbox" game (is that the correct term?) in this vein. The players had no overarching plots, just one or two subplots involving why some assassins were occasionally sent to spy on them or kill them, and the rest of the game was them wandering the countryside, helping who they wanted to help, killin' who needed killin', or sometimes running from jobs that were WAAAY too big for them. I'll never forget the town beseiged by hill giants they ran against -- they convinced the folk to fight, they invaded the giants' home to find FORTY hill giants, killed almost twenty but then had to run for their lives, spending the night cooped up in a root cellar in hiding until the morning, and when they emerged, they found the giants had razed the town to the ground in anger and carried EVERYONE else off (or had fled). They snuck out of the razed town, changed their names, and never went back.... They took to calling themselves the Company of the Endless Bridge, because they never finished a single quest - they'd take some up-front payment, do some initial good, then either cut and run if it got tough, or they'd just lose interest in finishing and then leaving the scene, moving progressively northward and up the Inner Sea/Westgate/Dalelands/Moonsea/Bloodlands region. Despite being more anti-heroes than "heroes", they had a good time with the campaign, because it was so different from the whole "save the realm" thing. [I]EDIT: Y'know, this sounds pretty dumb, but I only just now figured out why they probably never followed up on the whole "who is trying to kill them" subplot... :lol:[/I] [/QUOTE]
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