I like sandbox styled campaigns, as they tend to feel more "alive" than a strictly plot driven "railroadie" styled campaign (although an occasional track with options running thru a sandbox isn't always a bad thing, so long as the players have a choice in getting on, and have a choice of getting off at any point)
The problem with a sandbox campaign is planting the proper amount of hooks, leads and rumors for the PCs. Too little, and the players have little freedom or choice. Too much, and it can be overwhelming. Too large a sandbox too early in the campaign can leave the party without any sense of direction.
ACKS is a system that is tiered, in the sense that it expects play style and goals will change as the players level.
My thought is to have the sandbox expand as the players level.
The initial sandbox will be centered on Christian's Hex 000 series. There's enough going on in the currently published hexes to keep the party occupied for a number of sessions, moreso if they decide to investigate one or more dungeons I plan on planting the rumor seeds for.
After that, the current plan is to pull back the focus a bit, and use Blackmarsh as the expanded sandbox.
If the party gives me enough advanced indiction as to where they might be heading, I can always whip up a sandbox within the sandbox for that area (if appropriate).
Now I just need to decide on where to plant Christian's Hex Series in Blackmarsh.
I'm open to suggestions...
10,000 marbles & PC shopping lists - We're playing Felltower this weekend, and naturally this means planning what to do. Cue up a long list of places to go, most of which have an attached cave...
2 hours ago