DarkCrisis
Reeks of Jedi
This whole damn discussion makes me want to play.
And actually read the Lost City….
I think active things that are going on simultaneously with choice is just brilliant.
Being too linear gets old….
The Lost City?
This whole damn discussion makes me want to play.
And actually read the Lost City….
I think active things that are going on simultaneously with choice is just brilliant.
Being too linear gets old….
I got the Goodman games version but different events and factions are what it is about. Being spread over several dungeons sounds like a bigger version I could have fun with!The Lost City?
Yeah, a mix of canned modules and your own creations works best...unless you're in a situation where your players are already familiar with most of the canned modules you want to use; at which point you have a problem.This system works best if you're using purchased adventures. It can quickly spiral out of control if you hand-create most or all of your dungeons. (Speaking as someone who has done this to myself more than once.)
Which sounds great until, having told you one week they'll go to Dungeon B next session, they think it over during the week and decide to go to Dungeon C instead once that next session starts.This isn't so bad. You just have to move the decision making portion to the end of the session instead of the beginning. At the end of the session just simply ask
"Where are you guys going next time?" and then you can prep that one between the sessions.
As a player - if I had a wise character - I'd be very leery in-character of jumping from dungeon to dungeon like that.I quite like the OP idea of having 5 or 6 " active" dungeons on the go at once
I think one of the most useful skills one can have as a sandbox referee is the ability to pick and reskin other people's adventure modules. I mention this because it even if it seems second nature to some folks, especially those with a lot of experience with early play styles, I see lots of questions about it in "OSR" forums especially from people coming from newer systems.Yeah, a mix of canned modules and your own creations works best...unless you're in a situation where your players are already familiar with most of the canned modules you want to use; at which point you have a problem.
Agreed.I think one of the most useful skills one can have as a sandbox referee is the ability to pick and reskin other people's adventure modules. I mention this because it even if it seems second nature to some folks, especially those with a lot of experience with early play styles, I see lots of questions about it in "OSR" forums especially from people coming from newer systems.
First, to know what's good and more what's right for your setting. Not everything will be, not only are there a lot of bad or mediocre adventures out there, even some of the "classics", but there a ones that just won't fit. Having enough familiarity with your system and setting are helpful.
Second, knowing how to adjust prewritten stuff to make it fit. I find it's fairly easy, changing scenery and description - fiddling with monster stats. You can sometimes do it in play, but it's best to just write some notes over the thing. The difficulty becomes harder the more "story-based" a location is. That is to say if there's an entire narrative of hooks and connections or even more a series of events that occur in the adventure it's often harder to transform it into one's own setting then if it's simply a location to interact with. Even with the first though, the themes and antagonists in RPGs tend to be pretty simple and archetypical - which makes adjusting them possible much of the time.
At which point you work on the group's interpersonal communication, tell them they're stuck with what they actually communicated to the DM, or improvise something.Which sounds great until, having told you one week they'll go to Dungeon B next session, they think it over during the week and decide to go to Dungeon C instead once that next session starts.
Seen this before, has I.
I don't understand how any of this is a problem? It reflects how people are in real life, doing random things.If you have five generic dungeons within 100 miles of a town that the players can pick and choose from does not really add much to the game. And it adds a lot of travel time....to dungeon A..back to town...to dungeon B.
And it makes for endless confusion. The players will have characters in dungeon C and encounter some skeletons and say "hey we go grab the barrels of holy water in the ruins of the shrine". And you have to tell the players that shrine is back in dungeon A 130 miles away.
And it can be weird, depending on how you do levels and experience. The players could just rotate through the first level of all five dungeons, for example. But when they level up, that level will get easy.
And.....you always have the people problem. The players pick dungeon A, and for three weeks adventure there. Then....for absolutely no reason other then they want too, they randomly say "Oh we go to dungeon B". Though it can be even worse when they encounter one stuck door and are like "whatever, we leave and go to dungeon C".