JNAProductions
2018-11-11, 08:13 PM
If you want to maintain a sandbox feel, I'd suggest building up something like the way a typical Bioware or Elder Scrolls RPG unfolds: a central storyline with a handful of quests, and then a sandbox-like set of sidequests that the party can explore or not, as is their wont. Just make sure that the central storyline proceeds slowly enough that the PCs could resolve a few sidequests in between, but inexorably enough that they have to pay it some attention (unlike a Bioware or Elder Scrolls game, where they can resume the main quest at their leisure).
Even better, by doing this the challenges in the central storyline can follow one of the principles of sandbox play, which is that challenges aren't automatically balanced against the PCs' capabilities. The PCs might find that some of their initial clashes against the drow are very unfavourable, and that they need to find allies or gain strength through sidequests (that they choose).
Composer99 had a good post in another thread. I'd like to expand on this and work on it.
The specific details (notably Drow) aren't important, simply pertaining to the thread this post spawned from.
So, the idea is, obviously, that we have a main plot. This plot moves slowly, but steadily, and HAS to be addressed, if not right now. Then, there should be plenty of sidequests, with them sometimes being all but mandatory (though which ones are is not-you could do quests A, B, and C, or F, G, and H, or A, H, and Z, etc. etc.) to get the needed resources to proceed.
I'd like to address sidequests first. So I will.
Sidequests
I think that they should be broken up into three main categories: Alliance, resource, and power.
Alliance quests get you reputation and favors in places, allowing you to have people to draw upon and armies at your beck and call, eventually.
Resource quests get you items-probably magical ones-that will aid you in your goals.
Power quests are the ones that level you up directly.
In order to make power quests an actual thing, I think how levels work will have to be changed a bit. You don't just suddenly level up, mid-dungeon, and gain new spells. You have to take time to train, and, when you reach further heights of power, undertake quests to improve your powers.
Which is not to say leveling up should be SOLELY the province of the quests. Especially early on, I'd say that leveling up should simply be a downtime thing. But starting Tier 2 (levels 5-10), you'd need a trainer to level up in a timely fashion. (Trainer does NOT necessarily mean someone more powerful than you-the Fighter could be trained by the old master, a person who's too old to adventure, but knows a lot, for instance.) And then, starting Tier 3 (11-16) you'd need to undertake quests that are a bit more epic in scope for timely leveling.
Hm... Thinking on it, perhaps structure it like this:
Tier 1
Levels happen when you get the indicated amount of XP.
Tier 2
Levels happen when you get twice the indicated XP. Power quests award double XP.
Tier 3
Levels happen at thrice the indicated XP. Power quests award triple XP.
It DOES require tracking XP, but that's not that bad. Quests can be designed to award XP simply. And, this way, an easy power quest will still award less XP than a really hard resource or alliance quest. Plus, it allows leveling even without power quests, though slowly.
The Main Plot
The main plot should be simple, but grand in scale. I'm thinking something along the lines of a Devilish Apocalypse. Various cults and groups are working to bring forth the Hells to the Prime Material.
It can start small, with players dealing with a minor cult or bandits or something, and finding they have an imp adviser, and grow from there.
The World
So, the world will obviously have to play a role in this. Since there are whole quests dedicated to making alliances and whatnot, there need to be FACTIONS. Kingdoms, crusading orders, churches, crime dens, guilds...
I'd like to snag at LEAST twelve, so that there can be one for each class. And upon typing that, I realize that's a LOT, so maybe less.
The classes are, of course:
Barbarian
Bard
Cleric
Druid
Fighter
Monk
Paladin
Ranger
Rogue
Sorcerer
Warlock
Wizard
So let's group them!
Barbarians should probably get their own faction.
Bards too.
Clerics and Paladins can go together.
Druids and Rangers likewise.
Fighters can get their own.
Monks can get their own.
Rogues can get their own.
Sorcerers, Warlocks, and Wizards can go together. Probably gonna focus more on the wizarding aspect, since sorcerers and warlocks are not as organized.
So that's eight factions.
Let's brainstorm for what the factions can be!
Barbarians
The northern tribes.
Bards
Bardic colleges.
Clerics and Paladins
Crusading orders.
Druids and Rangers
Druidic circles and their protectors.
Fighters
Mercenary groups.
Monks
Monasteries
Rogues
Crime rings
Sorcerers, Warlocks, and Wizards
Arcane colleges
So those are the eight factions that should be present in every land. Some will have less prominence (the well-ordered and lawful kingdom might not have a large crime ring, but many monasteries, for instance) but that's the idea.
We'd also need the government itself, for nine.
As for the actual lands themselves...
Almire
Central-north located. Prosperous and ruled well.
Harkonnen
Southern. Ruled brutally, and wealthy, if wealthy with ill-gotten gains.
Surrogia
Western. Highly advanced magocracy.
The Badlands
Eastern. Monster infested, uncivilized lands.
Even better, by doing this the challenges in the central storyline can follow one of the principles of sandbox play, which is that challenges aren't automatically balanced against the PCs' capabilities. The PCs might find that some of their initial clashes against the drow are very unfavourable, and that they need to find allies or gain strength through sidequests (that they choose).
Composer99 had a good post in another thread. I'd like to expand on this and work on it.
The specific details (notably Drow) aren't important, simply pertaining to the thread this post spawned from.
So, the idea is, obviously, that we have a main plot. This plot moves slowly, but steadily, and HAS to be addressed, if not right now. Then, there should be plenty of sidequests, with them sometimes being all but mandatory (though which ones are is not-you could do quests A, B, and C, or F, G, and H, or A, H, and Z, etc. etc.) to get the needed resources to proceed.
I'd like to address sidequests first. So I will.
Sidequests
I think that they should be broken up into three main categories: Alliance, resource, and power.
Alliance quests get you reputation and favors in places, allowing you to have people to draw upon and armies at your beck and call, eventually.
Resource quests get you items-probably magical ones-that will aid you in your goals.
Power quests are the ones that level you up directly.
In order to make power quests an actual thing, I think how levels work will have to be changed a bit. You don't just suddenly level up, mid-dungeon, and gain new spells. You have to take time to train, and, when you reach further heights of power, undertake quests to improve your powers.
Which is not to say leveling up should be SOLELY the province of the quests. Especially early on, I'd say that leveling up should simply be a downtime thing. But starting Tier 2 (levels 5-10), you'd need a trainer to level up in a timely fashion. (Trainer does NOT necessarily mean someone more powerful than you-the Fighter could be trained by the old master, a person who's too old to adventure, but knows a lot, for instance.) And then, starting Tier 3 (11-16) you'd need to undertake quests that are a bit more epic in scope for timely leveling.
Hm... Thinking on it, perhaps structure it like this:
Tier 1
Levels happen when you get the indicated amount of XP.
Tier 2
Levels happen when you get twice the indicated XP. Power quests award double XP.
Tier 3
Levels happen at thrice the indicated XP. Power quests award triple XP.
It DOES require tracking XP, but that's not that bad. Quests can be designed to award XP simply. And, this way, an easy power quest will still award less XP than a really hard resource or alliance quest. Plus, it allows leveling even without power quests, though slowly.
The Main Plot
The main plot should be simple, but grand in scale. I'm thinking something along the lines of a Devilish Apocalypse. Various cults and groups are working to bring forth the Hells to the Prime Material.
It can start small, with players dealing with a minor cult or bandits or something, and finding they have an imp adviser, and grow from there.
The World
So, the world will obviously have to play a role in this. Since there are whole quests dedicated to making alliances and whatnot, there need to be FACTIONS. Kingdoms, crusading orders, churches, crime dens, guilds...
I'd like to snag at LEAST twelve, so that there can be one for each class. And upon typing that, I realize that's a LOT, so maybe less.
The classes are, of course:
Barbarian
Bard
Cleric
Druid
Fighter
Monk
Paladin
Ranger
Rogue
Sorcerer
Warlock
Wizard
So let's group them!
Barbarians should probably get their own faction.
Bards too.
Clerics and Paladins can go together.
Druids and Rangers likewise.
Fighters can get their own.
Monks can get their own.
Rogues can get their own.
Sorcerers, Warlocks, and Wizards can go together. Probably gonna focus more on the wizarding aspect, since sorcerers and warlocks are not as organized.
So that's eight factions.
Let's brainstorm for what the factions can be!
Barbarians
The northern tribes.
Bards
Bardic colleges.
Clerics and Paladins
Crusading orders.
Druids and Rangers
Druidic circles and their protectors.
Fighters
Mercenary groups.
Monks
Monasteries
Rogues
Crime rings
Sorcerers, Warlocks, and Wizards
Arcane colleges
So those are the eight factions that should be present in every land. Some will have less prominence (the well-ordered and lawful kingdom might not have a large crime ring, but many monasteries, for instance) but that's the idea.
We'd also need the government itself, for nine.
As for the actual lands themselves...
Almire
Central-north located. Prosperous and ruled well.
Harkonnen
Southern. Ruled brutally, and wealthy, if wealthy with ill-gotten gains.
Surrogia
Western. Highly advanced magocracy.
The Badlands
Eastern. Monster infested, uncivilized lands.