D&D 5E Do You Prefer Sandbox or Party Level Areas In Your Game World?

Sandbox or party?

  • Sandbox

    Votes: 152 67.0%
  • Party

    Votes: 75 33.0%

So these are two approaches that campaigns can (and do) use. They have various names, but I'm using these names. I've used both approaches in the past.

Obviously there is more nuance than the definitions below, but these are two possible extreme ends of the poll when voting feel free to choose whichever end you tend towards, or embellish in the comments.

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Sandbox -- each area on the world map has a set difficulty, and if you're a low level party and wander into a dangerous area, you're in trouble. The Shire is low level, Moria is high level. Those are 'absolute' values and aren't dependent on who's traveling through.

Party -- adventurers encounter challenges appropriate to their level wherever they are on the map. A low level party in Moria just meets a few goblins. A high level party meets a balrog!

Which do you prefer?
 

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I am kind of surprised sandbox is winning so dominatingly in the world of adventure paths etc...
This forum's active poster community is known to not be representative of the hobby at large.

In a wide poll conducted by WotC, I'd expect to see "party" win by a country mile.
 

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This forum's active poster community is known to not be representative of the hobby at large.

In a wide poll conducted by WotC, I'd expect to see "party" win by a country mile.
As would I. My surprise was that the posters here were not in accord at least generally with the populace at large and not that this poll indicated a truth about the populace at large.
 

I voted party, but realistically I use a mix of both.

Most places my PC go I'll just adjust the challenges and monsters to their level. I want a good challenge in encounters. A good flow.

But areas that are branded as very dangerous, that come up often from NPCs or were clearly established as dangerous places that will be visited later or require a strong artifact, etc; then if my players decide to blindly go in there I'll make them feel it.
 

I think the game itself though is a different type of game. I'm pretty open to trying things but again a D&D campaign for me is a commitment of time and energy and I want the biggest bang for my buck so I tend to favor what I like a lot in those situations.
100%, man, absolutely.
Well by minimizing ad libbing, it means the world pre-exists the PCs. It is a living breathing world.
But... it's not. It's still exactly as made up either way.
I think a way to think of it is a book analogy...which would you prefer an author who just off the cuff tells a story that he makes up from scratch or would you prefer an author who spends time crafting the story which you then consume as a book. Now I'm not saying it would be impossible for me to enjoy an off the cuff story made up from scratch but the odds astronomically improve that the well crafted book will be better.
Analogy to books don't really work for many reasons (difference in how they're authored being a major one), but, to lean into it, I don't really care how it's written -- my question is "do I enjoy it." It's really about the story -- is a compelling story told? If so, I don't care how it's crafted.

Again, what usually strikes me about these claims is that they really seem to go to being able to have the ability to embrace skilled play -- ie, that the players have a chance to excel because the fiction is largely fixed in place and they can work towards advantage with cunning action declarations. And, to be absolutely clear, this is 100% cool and fine! This kind of play has been around since the beginning, and it's 100% valid and not at all a bad thing. I'm not trying to say this is bad at all, just pointing out that the complaint about when fiction is authored goes to this play objective and not really to the many reasons that are usually cited.
So again, when I've played in games where the DM makes it up as he goes I've left the session, my last one by the way, feeling code and not like I had much fun. Obviously, if the ad libber could fool me utterly then it wouldn't matter but I don't see myself being fooled too many times. Definitely not across an entire campaign.
I'm betting it's because you felt like the GM made things up to thwart your actions and/or allow actions, and this felt unfair. Thing is, the GM is doing this in prep, too, they're just not reacting to your action declarations by making things up then, but rather evaluating against what they've already made up. And that's a 100% valid distinction, but the idea that it's because of when the fiction is written is not really the point.

There are entire game systems where you cannot prep (like, really can't, the system will fight any prep), and they generate detailed, deep, immersive worlds, they just do it through play.
Well now you've digressed into player characters. I've given up fighting the player knowledge battle by trying to keep the books from them. I just rename and change up a lot of things so that it remains new each campaign. They may figure out something is a troll eventually but again perhaps trolls are somewhat in the collective knowledge of society. Dragons breathing is definitely something that most peasants know not because they've seen a dragon but have heard the legends.
The GM is a player as well. The same thing holds.
When I play the monsters, I have a reason for their existence and I have their motives and plans mapped out. I then go through some scenarios. I ask questions. For example, if the orc chieftain hears swords clashing in the next room what does he do? If I say he charges into battle, I don't change that up when the players deliberately set a trap for him and clang their swords. I try to assess the monsters intelligence and other factors like instincts, cleverness, craftiness, etc... Those things decide how I devise their response plans.
This goes to a concept called advocating for the character -- you root the character in their desires and declare actions with that as a primary goal. It works for any player, GMs included. It's a tad orthogonal to division of knowledge, which, as I said, can't actually be eliminated. Sometimes, it's easy to "separate" things out, but that doesn't prove much -- easy cases are rarely strong cases.
There may come times when I have to make a decision. Sometimes I dice for that decision based on probabilities. I try to avoid just choosing the obvious course given DM knowledge versus monster knowledge.
I don't really pay much attention, and just advocate for the character. Again, the goal of separation of knowledge is impossible, and I'm not sure much is gained by pursuing it rather than other principles of play, like advocating for character.
I do enjoy our conversations and the fact that we can debate this issues civilly.
100%!
 

Well, mayhaps those purchasing said materials are using same in different ways, such in mining them for ideas for their individual campaigns rather than predominantly using them as-is. Morrus may have inadvertently uncovered the mystery between the gap in two abacus beads!
 

But... it's not. It's still exactly as made up either way.
Well it wasn't an assertion that it wasn't made up. It was an assertion though that it was living and breathing in a way that a novel would not be. Meaning that the world is changing off camera. Time is passing. People are changing. Wars are being fought. The PCs can interact with the change or ignore it. I've had both happen.

Analogy to books don't really work for many reasons (difference in how they're authored being a major one), but, to lean into it, I don't really care how it's written -- my question is "do I enjoy it." It's really about the story -- is a compelling story told? If so, I don't care how it's crafted.
Of course. I've yet to enjoy a game where the GM just made it up as they went. The reason I didn't was that I felt I was not in a living breathing world. Just the knowledge that what I discovered was unknown even to the GM before the session lessens it for me. Now I would agree that a lousy DM can ruin any playstyle. No argument there.

Again, what usually strikes me about these claims is that they really seem to go to being able to have the ability to embrace skilled play -- ie, that the players have a chance to excel because the fiction is largely fixed in place and they can work towards advantage with cunning action declarations. And, to be absolutely clear, this is 100% cool and fine! This kind of play has been around since the beginning, and it's 100% valid and not at all a bad thing. I'm not trying to say this is bad at all, just pointing out that the complaint about when fiction is authored goes to this play objective and not really to the many reasons that are usually cited.
Well, part of my style of play is skilled play. My goal is for the PCs to confront the challenges in the world as if that world were real and the monsters behaved as you'd expect them to behave. That means combating any biases in the DM.

I'm betting it's because you felt like the GM made things up to thwart your actions and/or allow actions, and this felt unfair. Thing is, the GM is doing this in prep, too, they're just not reacting to your action declarations by making things up then, but rather evaluating against what they've already made up. And that's a 100% valid distinction, but the idea that it's because of when the fiction is written is not really the point.
Well that is not the ONLY distinction but it very much is a distinction. If the party is peppering a wizard with arrows and suddenly his list of memorized spells changes so he has protection of normal missiles then that is bad. And that goes to what you are talking about. I do feel though that immersion is affected as well even if you don't. I honestly can't figure out how you can really have a well developed culture by making last second decisions while in the game. What you get to me is a hodge podge that will ultimately lack internal consistency.

There are entire game systems where you cannot prep (like, really can't, the system will fight any prep), and they generate detailed, deep, immersive worlds, they just do it through play.
I don't doubt it. I would just say "for you" somewhere in the sentence above instead of stating it categorically because I seriously doubt they would produce immersive worlds for me. Realize also that we are talking heroic fantasy here and not a moderns detective game where the world, ours, is already well established. Perhaps in other genres it is easier because exploring the world is not really that big a motivation.

The GM is a player as well. The same thing holds.
I disagree here when you say impossible. I'd say impossible to be absolutely perfect 100% of the time. I would say very possible to be pretty good and more than sufficient for a fantasy game with friends.

This goes to a concept called advocating for the character -- you root the character in their desires and declare actions with that as a primary goal. It works for any player, GMs included. It's a tad orthogonal to division of knowledge, which, as I said, can't actually be eliminated. Sometimes, it's easy to "separate" things out, but that doesn't prove much -- easy cases are rarely strong cases.
see my previous comment above.

I don't really pay much attention, and just advocate for the character. Again, the goal of separation of knowledge is impossible, and I'm not sure much is gained by pursuing it rather than other principles of play, like advocating for character.
Maybe you can go a little deeper into what you mean by advocating for the character. Rather than me respond to something you aren't meaning.
 

I'd consider myself a Sandbox absolutist. Scaling challenges to the level of the Party is a verisimilitude-killer for me, which undermines my reason for refereeing campaigns, and I would imagine that it makes leveling up into a pointless treadmill for the players as well.
 

I'd consider myself a Sandbox absolutist. Scaling challenges to the level of the Party is a verisimilitude-killer for me, which undermines my reason for refereeing campaigns, and I would imagine that it makes leveling up into a pointless treadmill for the players as well.
One of the things I didn't like about Pathfinder was how they did skills. They really botched that I think. The idea that bashing in a door should have the DC shift based on the PCs level was pretty crazy to me.
 

One of the things I didn't like about Pathfinder was how they did skills. They really botched that I think. The idea that bashing in a door should have the DC shift based on the PCs level was pretty crazy to me.
IIRC, the idea was that 10th level characters shouldn't be dealing with standard farmhouse doors by then. Whether that was well-communicated is a whole other topic.
 

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