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Seven Sandbox Essentials

Posted 12th September 2008 at 05:03 AM by Reynard
The "sandbox" setting, in which players are not only allowed but encouraged to make their own fun by exploring and interacting with the setting, is, in my opinion, a fundamental requirement for satisfying, rewarding D&D play. Adventures and setting that force players along certain paths -- or worse, away from certain paths -- cannot hold a candle to sandbox play. No DM's or designers story has a hope against the story that the plyers themselves create through their actions and the coinsequences of those actions (with a healthy dose of DM input and dice-based uncertainty,to boot).

Here are seven essential elements for a good "sandbox" setting.

1. Big, but not Too Big: A sandbox setting should cover a relatively large geographic area, with room for varied terrain and environments, as well as multiple politicl entities. However, one of the things that makes a sandbox game so enjoyable is the players' ability to engage it as a whole, to see all four corners and to uncover its nuances and secrets. Too big a sandbox makes each part indistinct -- the DM likely doesn't have time to flesh out every aspect of a whole world; nor do players likely have time, or even interest, to visit it all. By limiting the scope of the setting and containing it geographically, the Dm has the opportunity to delve into the whole setting and so do the players. Something on the order of the British Isles works well, size and scope wise.

2. Lots to Do, Lots to See: As stated above, a sandbox needs to be diverse in regards to where the players can go and what they can do when they get there. It isn't enough to litter the place with 100 dungeons. Rather, there should be a handful of dungeons, a handful of towns, a handful of active fotresses, a handful of mytic locations, etc... This applies to political, religous and mercantile groups, as well. A monolithic nation that covers the whole setting won't do. At the very least, there should by various states or provinces with different cultures and conflicting interests. Even better, numerous small nations or city states work well. In addition, even if the DM chooses to have a dominant religous entity, schisms and sects within the church, with their own temples and own interpretations of scripture are necessary. Players should want to explore the setting to see what is around the next bend or over the next hill.

3. A Life of its Own: The setting should "live" like a real place. The diverse locations and groups discused above should interact and those interactions should be both internally consistent and produce movement within the setting. Groups that are opposed might be moving ever toward open conflict. The heir to a city state might try and hasten along his inheritence. A lowly peddlar might slowly climb to the top of the mercantile heap. A dark cult might be waiting for a soon approaching celestial event to unleash their dark master on the setting. It isn't that the setting ignores the players and their characters' actions. Rather, there's something of a timeline or assumed evolution to the setting that the players can interact with and disrupt. Knowing what would happen in a given situation without the involvment of the players allows the DM to better interpret what happens when they do get involved, as well as allowing the DM a plan if the PCs dont bother with a particular setting element or subplot.

4. No Scaling: The sandbox should not scale to the level of the PCs. If there's a "12th level" monster in the Darkenwood when the game begins, that monster remains there -- barring its involvement in the above -- whether the players choose to go to the darkenwood at 2nd level or 20th (or both). A scaling setting breaks versimilitude and suggests to the players that whatever growth they have is irrelevent. instead, the setting should include a wide array of "levels" of adventure locales, NPCs and monsters, disrubted throughout the setting in a plausible and internally consisten manner. This is not to say that the setting can't include "zones' that are geared toward certain levels of play, but too much of this inhibits the open nature of the sandbox. Mix it up instead. But make sure that there aren't too many "invisible" major threats. Powerful creatures and chaarcters produce legends and runors and even innaccurate information will give players a glimpse into what lies ahead, allowing them the opportunity to make a meaningful choice as to where to go and what to do.

5. Wandering Monster Tables and Random Encounters: One of the key conceits of the sandbox is that players are free to go where they will, do what they wish and engage the setting through their characters without being pulled or prodded into the DM's "story". This requires a lot of work on the part of the DM, creating many adventure sites, placed encounters, NPCs and organizations before play even begins. But even with all the work done, there's still a good chance the players will go somehwere the DM hasn't thought too much about or had a chance to flesh out. This is where the value of random encounter charts comes in. With such tables, built specifically for the setting and informed by the detail the DM has done, can provide fun for everyone even during those sessions where the players simply strike out down the road. These random encounters shouldn't simply be a collection of mansters listed by terrain type. Instead, the charts should include elements of the setting, little glimpses into the setting. What tribe are those orcs from? Who are the bandits? Where is the merchant caravan heading. By making specific encounter charts for the setting, the DM ensures that more of the work he has put into the setting sees use. By exposure, players are given hooks to choose for themselves to investigate and engage aspects of the setting.

6. New Blood: Characters die. They retire. Players get bored or want a break from the usual. Inevitably, a player is going to need a new character, or a new player will join the group. It may seem obvious, but it is often overlooked: the setting must allow for the introduction of new heroes (i.e. PCs) without breaking plausibility. As such settings that are mostly wilderness or wastelands with few settlements don't work as well as those that provide a diverse selection of races and classes within the population. As a related aspect, this means the setting must be adventurer friendly and reasonably wide ranging in regards to which races and classes are available. While it is okay for the DM to establish some limitations to better suit the genre or setting he has in mind, too many restrictions hampers the introduction of new characters and should be avoided.

7. Meaningful Choices and Meaningful Consequences: Most important of all, the actions of the players should have direct, noticible impact on the setting, at least insofar as the PCs degree of influence. Information should be plentiful enough to allow the players to choose which actions they will take, and those actions must have consequences. Who the players ally with, and with whom they make enemies; what meta-setting secrets they uncover, and which they bury; those monsters they kill and those that they merely enrage: these all should change the setting to some degree or another. If the players feel their adventures and explorations within the sandbox have a real impact, they will be both more inclined to engage the setting, and more thoughtful of the consequences of their actions.

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Comments

  1. Old
    Quote:
    "Compulsory metagaming" is a straw man because we all metagame the entire time we play anyway.
    I just think your solution leaves a lot to be desired, and downplays and trivialises the issue rather than actually addressing it. And it's an incredibly important one in terms of actually playing the game.
    Quote:
    As to new players: anyone, no matter how limited their experience with role-playing, can discern "The locals say that no one who ever goes into the Badlands ever returns" means it is dangerous.
    As I've pointed out, this is meaningless. Who never returns? Who's been going to the badlands and not returning? 1st level commoners, or 20th level heroes? At 15th level, are we still holding off on going to the badlands because "no-one ever returns", or should they have been attempted seven levels ago?

    And another thing - you don't allow for the reverse problem, of PCs walking over everything that doesn't bash them to a pulp. You're relying a lot on player judgement and luck to ensure that somehow, some way, the PCs run into something appropriate to their level. I don't think this is a solution to the problem, more of a handwave and fingers crossed.

    It's a difficult problem to solve, but writing off scaling entirely is not the answer, IMO. Scaling isn't ideal to me either, but neither is your solution.
    permalink
    Posted 20th September 2008 at 11:34 PM by rounser rounser is offline
    Updated 20th September 2008 at 11:41 PM by rounser
  2. Old
    Psion's Avatar
    Quote:
    So your answer is compulsory metagaming? Sandboxing cannot be done with newbies to the game, and experienced players need to be able to calculate EL in their heads, and have all the CRs of the monster manuals memorised?
    I never have to calculate CRs/ELs in my head. When deciding whether to face off or run, it's rarely necessary to know exactly on an EL scale where a creature lies. I know that simple humanoids are, as a baseline, comparable to human warriors, ogres are fair challenges for 5th level characters, mind flayers getting on the 10th and so on. Provided you always treat a creature like it can kick you butt if you don't prepare carefully, usually you can have a pretty tolerable casualty rate.

    Running when it's demonstrated a creature can whup you is also tactically advisable.

    That said, I don't think relying on player knowledge is adequate, either. Any game I am going to run is going to have lots of things that leave the players guessing. I prefer to have in-game knowledge sources that can help players plumb out tactics and weakness for creatures and warn players when they are in over their heads... assuming they are smart enough to ask.
    permalink
    Posted 23rd September 2008 at 04:18 PM by Psion Psion is offline
  3. Old
    Ydars's Avatar
    The key to warnings in sandbox style games is to hardwire it into the setting in a way that only an idiot could ignore; if a mountain is surrounded by a wasteland where huge patches of burnt ground are common and every building has been razed the PCs should beware.

    You can give a Ranger PC lots of info about tracks and marks that don't relate to skill rolls; in some countries hunters used to cut marks into trees to indicate good hunting grounds or to warn of dangers; how about Rangers in the D&D world using markings to indicate the presence of monsters?

    Likewise, NPCs can provide a good gauge of power; use NPCs with the sole intention of the players later hearing they got killed fighting so and so. If that NPC bested the party's best fighter in a duel then again only the very stupid would seek out an encounter with such a beastie without extreme caution.

    Likewise, "random" meetings with locals can be very useful. Or the players could be encouraged to hire a guide if their characters would not know the region well.

    Similarly, the DM can give them a taste of the monster without actually killing them; they could creep into the lair of a monster that will squish them and then witness someone else trying to take it down and getting annihilated. Or they could be running away and the monsters catching up when they fall down a concealed mineshaft or a creavasse or into a river or off a cliff; escaping by luck but then immediately facing some significant physical danger so that they don't feel they have just been let off.

    Lastly, there is the DM standby of the PCs getting lost; if they do plan to blunder straight into the worst monster on the map for certain TPK then the DM can have some bad weather settle in and let the PCs get hopelessly lost! After-all it is incredibly easy to do in real life; a fact completely missing from most games. Then the DM inserts one of his small side quests (semi-random encounters) to side trek them whilst he thinks of more ways to warn the PCs. so

    This is what I love about sandbox play; it encourages exploration!
    permalink
    Posted 26th September 2008 at 02:40 PM by Ydars Ydars is offline
 
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