

Rather than just randomly rolling the goblins up, the party is attacked by a patrol or raiding party from a goblin warren. On the journey overland, Fate intervenes and a wandering monster check indicates an attack by goblins. Let's assume that in the Hommlet setting mentioned above, the Judge had worked up a goblin warren to the southeast of Hommlet however, the players have elected to take that journey to Greyhawk. The setting is very sandbox and gives sparse details on the campaign maps for the DM (Judge?) to develop.Īnother ability to keep in mind is recycling and I'm not talking about newspapers and aluminum cans, either. In this instance, it refers to using adventures that the players have bypassed this is not railroading, either, but a labor-saving device. While last week I stated that Greyhawk is my favorite campaign setting, the Wilderlands/City State of the Invincible Overlord by Bob Bledsaw and the Judges Guild runs a very close second.

The focus of these modules is, of course, on the megadungeon or the plotline respectively, but sandbox material is provided as well. And, of course, who can forget T1 The Village of Hommlet? Adventures that have add-ons, such as the wilderness areas for Rappan Athuk or Freya's Crucible (both originally by Necromancer Games coincidentally RA was recently upgraded to Swords & Wizardry and Pathfinder editions by Frog God Games, the successors to NG) fall into the sandbox category to some extent as well.

My favorite module for any system is GW1 The Legion of Gold that outlines the Barony of Horn for Gamma World followed closely by B2: Keep on the Borderlands that outlines the surroundings of the Caves of Chaos. It should be apparent to anyone that's read my blog for any amount of time that I prefer sandbox settings.
