The Shaman
First Post
Forgive me for quoting myself, but I addressed this in another thread back in April.This always trips me up in these discussions. It seems to me that most people associate sandbox play with pre-determined (or randomly determined) places, NPCs, etc. The "ultimate sandbox DM" would then have the entire world mapped out before hand in every detail, large and small. In reality, however, no one can do this. At some point a DM has to make up details that were not pre-determined or there isn't a random table for. And many of these times, there are a multitude of choices that would not, in fact, be at odds with ingame causal logic. It's just a choice.
As part of preparing to run a game, I'm building the tools I'll need behind the screen once we're actually playing.In the games I run, the adventurers can't "waltz out of the sandbox," because it's all sandbox. The adventurers can't go 'off the reservation' because it's reservation in every direction.
I think of my prepration time as 'prepping to improvise.' I can't detail an entire game-world, or game-universe for some games, so I'll detail a few obvious locations then focus my preparation on what I need to know to differentiate the cultural and natural landscape the adventurers may discover in their travels. From this I can draw things like npc characterisations on the fly, and from there I'm simply reacting to whatever the adventurers do.
In my experience, successful improvisation comes from knowing the setting well, not in terms of where this city or that river is located, but how the inhabitants of this area differ from the inhabitants of another area, in their outlooks, lifestyles, and subsistence, then bringing that out in response to the actions of the adventurers.
To use the example of MerricB's Alliance base, how does an Alliance base on a core world differ from one on the frontier or the edge of the Black? This gives me some guidance on how base personnel perceive themselves and their jobs, what resources they can bring to bear, and so on, which makes reacting to the adventurers much easier.
The same is true in the game I'm prepping to run: how does the outlook of a noble with a small estate in Languedoc differ from one in Aunis? I don't need to know every valley of the Cévennes or beach of the île de Ré to create a (hopefully interesting and distinctive) characterisation of each.
I also prep random encounters in advance of actual play. For me random encounters are the 'living setting' - I spend time thinking about the origins of the encounter, identifying the motivations and methods of the antagonists, and so on.
For example, a randomly generated 'bandit' encounter becomes rebellious Huguenots in the Midi foraging for supplies for the duc de Rohan, or ragged, half-starved mercenaries returning from the Holy Roman Empire and resorting to brigandage in Picardy, or chauffeurs roaming the pays of Normandy looking for victims to capture and ransom. In this way there are no 'generic' random encounters; each is a reflection of the game-world where the adventurers are standing at the moment.
Frex, I'm fortunate enough to have an exceptionally detailed map of the setting for my game, but even with this as a resource, there is no way I can reasonably attempt to key every settlement, every church, every abbey, every fortress. So far I've focused on detailing certain cities which I believe are most likely to come up in play: Paris (the central city of the setting), Rouen (the gateway to New France), La Rochelle (the Protestant stronghold and another important port), Toulouse (an important cultural and administrative location, the 'Paris' of southern France), and Marseille (the gateway to the Mediterranean). The importance of thse cities is such that I reasonably expect the adventurers to visit at least two or three of them in the course of playing the game.
But suppose the adventurers visit Bordeaux, or Clermont, or Lyon instead? Part of my prep focuses on being able to improvise so that a visit to each is distinctive in some way. Bourdeaux is home to the only significant population of Jews in France outside of Paris or Avignon and trades extensively with Portugal. Clermont is situated on the edge of one of the most geographically inhospitable regions of France, giving it the feel of a frontier town in the heart of the kingdom. Lyon is a historic banking center with strong cultural and business ties to the Swiss and the Italians. This allows me to take a generic random encounter and reskin it so that it's geographically appropriate to the setting and reinforces the cape-and-sword genre feel of the game.
And that's, for me, one of the approaches which characterizes running a 'sandbox'-y setting. I'm not improvising encounters to 'steer' the adventurers on the 'right track.' I'm not improvising encounters, or features of the game-world, in response to something on a player's character sheet. I'm not improvising 'level-appropriate' encounters.
Instead, I'm improvising encounters largely without regard to who adventurers are. If the adventurers head off cross-country in Provence, they may encounter a Roman ruin, and one of the more likely forms of wildlife to be found hiding among the fallen columns and crumbling foundations is a viper. That's about as close as I get to 'aiming' an encounter at an adventurer.
The exception to this is encounters which occur as a consequence of the adventurers' actions. If the adventurers rescue Princess Pinkflower from the château de Bauchery, a random encounter with troops or guards gets assigned a chance of being the baron's henchmen trying to steal her back.