tag:blogger.com,1999:blog-6446461178381374626.post1677569661703545987..comments2024-03-27T23:28:19.341-07:00Comments on Telecanter's Receding Rules: Sandbox ChoicesTelecanterhttp://www.blogger.com/profile/07238356788092725244noreply@blogger.comBlogger3125tag:blogger.com,1999:blog-6446461178381374626.post-55415763014765311262013-06-03T11:48:29.131-07:002013-06-03T11:48:29.131-07:00Thanks for the comments. I think my question is t...Thanks for the comments. I think my question is the same to both of you. Are these hooks and rumors to non-location based adventures? I mean, things like "you can guard this caravan for x gold," or "this village needs protection from goblin raids"?<br /><br />Because I'm really thinking about dungeons. And my second question is, if these adventures hooks/rumors are all dungeon destinations, what distinguishes them?<br /><br />JDJarvis, your idea of raiders is cool because it could be interesting for multiple reasons, but is this a raider camp location? Or are you just talking about a faction that can be encountered and interacted with?<br /><br />That's the overall thing I'm trying to learn now, as a low level player, why would I Choose location A in the sandbox over location B.<br /><br />The two obvious reasons are 1) one choice is more lucrative or 2) one choice is safer.<br /><br />I've got some ideas to diversify that a bit but it would be nice to know what other folks are doing. If you've got a post where you've talked about how chose your hooks/rumors that would be cool to.<br /><br />I'm a little leery of both of them to be honest. From my research old school rumors were more about obfuscation and making things harder for players. And hooks are a way of the DM saying, here are adventures I have ready for you (a caravan ambush, or a village seige) and I right now I'm trying to be more about what the player might choose than funneling them into adventures I have planned.Telecanterhttps://www.blogger.com/profile/07238356788092725244noreply@blogger.comtag:blogger.com,1999:blog-6446461178381374626.post-16325943026821383732013-06-03T04:05:58.150-07:002013-06-03T04:05:58.150-07:00Rumors, resources, and raiders can help players na...Rumors, resources, and raiders can help players navigate the sandbox. Rumors are of course an old stand-by and serve as an easy means to pump info into the campaign. Resources no matter the kind can get the PCs travelling. Raiders can drive away and attarct PCs;heroic PCs will see an evil to defeat, schemers a weakness to exploit, villains a power base to join, and thieves a pile of fresh loot.<br />Just because an encounter is in hex 1114 that doesn't mean awareness of it stays in hex 1114.JDJarvishttps://www.blogger.com/profile/07691101939920824546noreply@blogger.comtag:blogger.com,1999:blog-6446461178381374626.post-29458419768971231082013-06-02T10:56:20.188-07:002013-06-02T10:56:20.188-07:00My approach is to provide a small list of hooks (b...My approach is to provide a small list of hooks (between 2 and 6), no more than a few words or a sentence each just to provide a default choice set, and then let players choose or color outside the lines. Also, I like to make those choices living so that not picking one has setting consequences just like picking one does. So things don't just wait forever on PCs.Necropraxishttps://www.blogger.com/profile/12716340801054739658noreply@blogger.com