| Post/Author/DateTime | Post |
|---|---|
| #1UlfrBattlehardenedFeb 12, 2015 23:04:15 |
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| #2ImaculataFeb 13, 2015 5:49:18 | Well I might be able to help out here. I run a 3.5 pirate campaign that is completely open. Players not only explore towns, but also entire islands, jungles, mountains. I started with a basic world map, assuming that it only contains the locations of well known cities and outposts, and of course the names of countries and islands. As soon as the players enter an unexplored region (such as an island) I pull out a seperate map for that region, in which every square on the grid equals 1 hour of travel. Every time the players explore a square on the grid, I roll my random tables, and decide what encounters or features the players find there. Those are then added to the map.
So I randomly roll for swamps, deserts, mountains, volcanoes, rivers, lakes, caves etc. I have very elaborate tables, which include exotic locations as well. These exotic locations often lead to dungeons, or treasure. I also have encounters with monsters and npc's on the tables.
The trick is to not restrict yourself too much with an end goal. Instead, I have the players learn of local events, and respond accordingly. This allows them to freely explore, without feeling like the DM is urging them to go somewhere. The story can wait. It's the exploring that is the heart of my campaign, and the story flows from that. |
| #3TimpookieFeb 13, 2015 6:21:34 | Don't have it truly open-world - Give it the appearance of being open-world, but subtly manipulate things to go as you want them to.
For instance, if you have someone hiring the party to explore ruins but they don't take it and instead head eastword to see what's there, have them encounter a village under threat of a mad lich, and use the same dungeon you originally had for the ruins as the lich's lair. |
| #4DM_CraigFeb 13, 2015 8:28:26 | Open world doesn't mean blank. Those are two different concepts. Open world games are all predefined as far as layout and such, but allow for freedom of movement, sidequests, random exploration, etc. You can very easily incorporate these play concepts into any campaign simply by allowing the party to decide what they do next. If they finish a quest, instead of telling them what happens next, ask them: "What would your party like to do?" They might point to a spot on the map they want to explore. Let them go there. A balance between structure and open play is probably the best way to go.
You could also go the route of having established cities on the map, but leaving everything else blank and allowing/requiring exploration as part of the campaign. Give players the ability to either randomly or explore certain areas of the map, and create a table to roll on which determines what they find (dungeon, cave, small town, random encounter, ruin, etc.) Keep track of what has been explored by overlaying the map with a grid (I prefer hex, but square works just as well), so that players can be specific as to where they are exploring. |