Greetings Dungeon Master! My name is Ed Kann and I am a long time veteran DM with roots going back into the ancient mists of 1978. Besides writing and running my own homebrew campaign I occasionally do spot illustrations and cartography for OSR game books. I am here to start a thread dedicated to my keen interest in building a classic style sandbox campaign specifically designed for the Roll20 environment. In this thread I'll talk about my experiments with different approaches to making maps, customizing homebrew elements so they fit with the look and feel of the Roll20 application and discuss my own approach to this question of letting the players enjoy the feeling of a wide open campaign world where almost anything is possible. First things first. The question immediately arises as to how well developed and "pretty" do you want your campaign in the Roll20 environment versus being able to fly by the seat of your pants. I decided to go with a set campaign region rather than opening up a wide open world. In my experience low level characters in particular are usually happy to explore a starting city, surrounding villages, dungeons and several wilderness areas all within about a thirty to sixty mile radius of their point of origin. Only a very few times in the thirty plus years that I have DM'd have I had groups start and immediately board a ship to sail elsewhere. I've certainly been able to wing those games with no problem but for my Roll20 campaign I wanted finished and detailed maps not only of city areas, dungeons but also of specific wilderness and encounter areas, all of these finished along with portraits of NPC's, monsters, well populated and finished dungeons etc... To my mind players in a fairly wide open but geographically limited region can still communicate that sandbox feeling without being anything like a railroading adventure path style. I have no problem with adventure paths. I've run games with that approach as well but I just prefer to invest the time and energy to do something in the more complete sandbox approach. The campaign takes place in the SW corner of my larger world map on a jungle covered tropical island just off the Eastern coast of the great Emirate of Sakalan. It is called the Isle of Wairoa and is the three hex island to the immediate East of the big island of the Emirate. The Isle itself covers a geographic area approximately sixty miles North to South and approximately fifty miles at its broadest point West to East for a total of roughly three hundred square adventuring miles. More than sufficient land for the current sandbox campaign. In addition to this the campaign region includes the potential for sea going adventures on the Sea of Harlots in the immediate area and to a smaller one hex Isle to the immediate NE of the Isle of Wairoa. Storms, encounters and sheer bad luck will keep bringing the characters back to the Isle of Wairoa during the span of the initial campaign. This particular project has a build schedule from August - September for the Beta and initial maps and then an ongoing build cycle through the end of December 2013 when everything will be finished. Characters will be able to continue to adventure in the Isle of Wairoa sandbox after that but I will then begin an initial build for a second sandbox across the sea to a much different, Northern environment. The grand goal then is to open this second environment / sandbox by March of 2014 so that players will have two very detailed regions to adventures about in. All this puts me in mind to how fantasy MMORPG games need to be built with their various zones and links which define which paths can take a character from one zone to the next. To keep it all straight I had to consider how many zone maps I wanted to build and how they might all be described in relation to each other. This is my initial rough draft map for the various zones in the Isle of Wairoa sandbox. The city of Jamorka is a large chaotic sprawl of shacks and shanty style buildings built by the Corsairs and which functioned as the capital of their pirate and slave taking operations for more than a century. About five years ago the Church of Tyrean managed to seize control of the city and now attempts to maintain control. The Bishop Godfrey of Giles is the church high official acting as governor of this Tyrenean colony. The city itself is broken into nine zone maps. Three along the water front and six more inland. I describe these maps as locations at the center (mostly) of the more well policed and secure sections where the Bishop and church have been building larger buildings, respectable Inn's, stone shops and the like surrounded still by the squaller of the old Corsair capital. Important campaign locations are scattered throughout the nine maps along with resources for the players, useful people to know, guilds, locations for hiring mercenaries when necessary, scribes or getting items identified, places to break into should the players decide to roll with a more thief oriented campaign and many entrances into the sewers, old sea cave tunnels and an underground city built beneath the streets of Jamorka called Undertow. Whenever characters "zone" from one city map to another they face a random encounter roll. These encounters occur out "in the sprawl or narrows" of the old Corsair city where the Bishop's law is difficult to enforce. Should the characters roll an encounter I am building smaller, appropriate encounter maps where these fights take place. I have a time keeping method for tracking the course of time in the campaign that ties into movement between zones, the passage of a combat and so forth that hopefully is forward thinking and works well in the Roll20 setting. I want players to feel the sense of time passing and the use of supplies and resources in what usually accounts for a shorter individual game session of between two and three and a half hours. This requires some changes away from the traditional table top methods and approaches for tracking time. That's about it for this first installment. More to come.