My axioms of sandbox campaigns
First off a referee has to be willing to let his players trash his setting. If you are going to get bent about the players taking out the Emperor or the local tavern keeper then a sandbox campaign is not likely going to be enjoyable. Assuming that the players are exhibiting good sportmanship (i.e. good manners while playing a game), what is the worse thing you can imagine the players trying to do? If it occurs can be you remain fair, and will the campaign still be enjoyable for you? If the answer is yes then you will succeed at being a referee of a sandbox campaign.
I loosely sort what I do for my campaigns into several categories, the Initial Context, the Bag of Stuff, and a World in Motion.
The Bag of Stuff
This is where I do world building. For me, the three main items I need are geography, NPCs, and locales. Of the three locales wind up looking like a traditional adventure after it written. I have two broad grouping of the stuff; the specific (for example the City State of the Invincible Overlord), the generic (random castle town of 500 to 1000 people). For NPCs specific (Llewellyn the Blue, wizard of City-State), or generic (Tharian Horselord 6th level fight equivalent to a knight socially).
When I use something generic and it something that the players will continue to interact with then I will make notes , copy and paste the generic writeup and make something specific out of it.
In general I have a lot more generic material than I do specific. In addition I use material from other setting constantly notably Harn and Ars Magica altering to what I need. If players keep interacting with the place I will gradually replace it with something similar that my own original work. Although I usually do this between campaigns not during a campaign.
I wrote a series called How to build a Fantasy Sandbox to help people to jump start their Bag of Stuff. For me what happened is that I started out with the Wilderlands of High Fantasy and keep running campaign after campaign in the setting. Over the years it morphed into it own thing the Majestic Wilderlands. It is my experience that most referee do not stick with any one setting for long. However with the way I developed the Majestic Wilderlands, you can start small with a bare sketch of the larger world and keep adding to it as you run successive campaigns. The "How to make" series start off with making that larger sketch and then narrows down to a specific area with the things you need in order to build a toolkit to handle whatever direction the players opt to pursue.
World in Motion
This is about what you do during the sandbox campaign to bring it to life. For me there are several things I try to do.
First I view the current situation from the PCs perspective, I visualize in my mind what they would be seeing if they actually were standing there. Then I use what I know about their interests, goals, and motivation to filter that into something that hopefully fun and interesting. I also rely heavily on stereotypes and assumptions to cut down on the verbal bandwidth needed.
I have to stress if you want to use stereotypes and assumptions, then you have to make sure they are true MOST of the time. For example a common issue I see that many players won't interact with NPCs because they all got plots and plans that at the very least complicate the PCs lives if not direction hinder what they are trying to do. I make sure that I roleplay most of my NPCs as people just trying to get on with their lives. That by and large they will be somewhat friendly and helpful if there no other reason to dislike the PCs. Especially for merchants. Keep a running count on a notepad if you have trouble with this.
Next the setting has a life of it own and doesn't give two shits about what the players want to do. To handle this I list out goal and motivations of the NPCs most likely to effect the PCs' circumstances. It can range from the King to the local barkeeper. Then I construct a time line of what will happen as if the PCs didn't exist. This timeline is used as a Plan of Battle. A plan of battle is useful because it provided a military force a framework in order to achieve its objective. However history is full of example of generals who lost because they were rigid about executing their plan. A good general will change and adapt as the circumstance of the war changes. So it is with this timeline.
The timeline is a framework which is meant to be changed after and during a session in light of the PCs did or did not do as their characters. In a sandbox campaign this where most of the referee creativity will be focused. When the PCs do something there will be a lot of possible consequences. With one or two being most plausible. You do not have to pick the most plausible outcome. Rather pick the outcome that is both plausible and interesting to you and the players.
Like with the example of the NPCs above, be aware of your bias. At first keep a running count of how you decide things and if you are bias to a particular type of outcome then make a chart to roll on to change things up. Most people can spot consistent patterns especially in social interactions.
Initial Context
Most sandbox campaigns fail. Why? Because of the lack of a good initial context. Many mock character histories and background but if you going to get a sandbox campaign you are going to need a least a half page of specifics for each players and a half page of general information for the group as a whole.
Players who enjoy being plunked down in the middle of a blank map and told "Go forth and explore" are few and far between. About as common as players who enjoy playing GURPS with all the options in play at once. Most players want to feel their choices have meaning. Picking one of the six surrounding blank hexes is not a choice with meaning. So work on the initial situation so that it is interesting and give the players enough information to make some valid decision of what to do.
Conclusion
This is the tip of the iceberg about a topic I been writing about for the past decade, here is a link to all my blog posts on the topic. The main problem with sandbox campaigns is the initial learning curve and getting comfortable with the free-form nature of how it flows. Once you are comfortable with this type of campaign it gets a lot easier.
5 comments:
Years ago I tried to use your "how to make a sandbox" document to make a sandbox and it was just too complicated for me. Not your fault - I wasn't ready to do it right.
Keep teaching and we will keep learning.
I've had to try and learn with it. I've come up with a few ideas of what works and what doesn't on my own through trial and error. I had a big issue with the ideas for encounters listed for each settlement, and slowly pared away lists of frankly dumb 1-3 line encounters that went nowhere.
What do you see as the failure modes of a sandbox campaign? In my experience it was that it doesn't have a good direction to move in and that causes the campaign to kind of stutter to a halt. Do you find that the background helps with that?
@Scott, Sandbox campaigns fail when the players feel they have uninteresting choices OR their circumstances are boring/undesirable/not fun. A good background expands the possibilities the players could choose from. For example let's suppose we say the campaign is set in a fantasy Western Europe of the 13th century. That means ANYTHING that people could have done in 13th century western Europoe is open to the players.
The campaign may start out with focusing on the Black Forest with two major rumors, the lost treasure of a Legion, and the haunt of a undead Hun sorcerer from the 6th century. But it Western Europe with everything in it.
Obviously it a lot of work to create the detail found in our history's Europe. But the strategic use of stereotypes both historical and genre can open up the players mind to the possibilities if the current situation is uninteresting. And be doable in the time a referee has to devote to a hobby.
love maps but the hex grid on yours is too heavy. it detracts from the info.
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