you enter a bar
the are a group of NPC you can talk to
they can give you one of the following 
* a rumor (free)
* bribe group/company etc (cost)
* pay for information
* mission / job ( explore, search and rescue, assassinate, escort, defend, 
delivery, patrol, installing equipment)

how much randomness should I use?
are there any gurps books on this topic?

----- Original Message ----
From: Captain Joy <[email protected]>
To: The GURPSnet mailing list <[email protected]>
Sent: Sunday, 4 January, 2009 2:18:10 AM
Subject: Re: [gurps] sandbox / open world campaigns

>>> Are there any guides for creating sandbox / open world campaigns?

I'm not very good at this, but the other GM in our group is.  Based on my 
observations of him, I'd advise the following.  Be aware this advice comes 2nd 
hand.

1. Expend to spend significant amounts of time and effort fleshing out your 
campaign world.
2. Come up with several big threads/arcs that are affecting the game world 
allow them to come to the attention of your PCs.
3. Provide your players with lots of background material so that they can make 
informed decisions.
4. Get your PCs to decide what they want to do next (e.g. via e-mail) *before* 
the next gaming session.
5. Have ideas in place to force the action if they seem bored or unsure about 
what to do next.
6. Have some exciting (random?) encounters at the ready to slow them down if 
they start down a path you're not ready for yet.
7. The motives of your NPCs is of paramount concern; you should alway be 
confident about who your NPCs will react to any situation.
--
"All signs fail in dry weather." -- my dad
[email protected]




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