The problem with writing a sandbox adventure is figuring out what to write about. The way I solved it was running it multiple times with multiple groups using multiple systems, keeping careful notes on what happened. I presented the situation, the players chose how to deal with it, and I recorded the outcome. Those notes became the basis for what I had to write about. I have done this 15 times and counting with GURPS (the original adventure), D&D 3.0, OD&D in the form of Swords & Wizardry, and D&D 5e.
Since most of the playtesting happened at conventions and game stores with limited time slots, most times it started with the players getting the job from the Baron. The "I got a mission" is the best way to get things going when there is limited time. However, there were two instances when it began with the players passing through Denison's Crossing, learning about the situation and electing to address it on their own initiative.
Also, this will read like I'm recounting actual events, which reflects how I run things in the first person. So when I say something like the players talked to the huntsmen, this means I described Westower marketplace, which included describing that a knight has been placed into the stocks. Then the players are telling me what they are doing as their characters. There are no formal mechanics to any of these, no moves or actions. Just going around the table, asking each player what their character does under the given circumstances. Only when combat happens do I use a more formal structure.
When it starts out in Westower the first point of departure is dealing with the huntsmen. Four out of the 13 groups that started in Westower ignored the fact that the huntsman was there and headed to Denison's Crossing. The remaining groups roleplayed with the huntsman getting the information he had. Mostly details about local geography and the hunt. He mentions that the wolves they captured seemed to on the brink of starvation. In hindsight, he believes they should have investigated further, as the wolves didn't seem strong enough the reported attacks didn't seem strong enough. At times, they ignore it because they figure that starvation was the reason for the attacks. Two of the groups went back to the Baron and convinced to release the huntsman from the stock to accompany the group to Kensla.
Two of the 15 groups elected not to go through Denison's Crossing and down the road to Kensla. Instead, they headed overland, checking out the countryside. One group encountered wolves, the other didn't, using the random encounter tables I use for the adventure. The one that encountered wolves figured out they were unusually organized for a wolf pack.
For the 13 other groups, there is a inn in Denison's Crossing. In the inn there happened to be an agent of the Duke, the Baron's liege, who was there checking out the situation. Only a few of the 13 noticed the agent, all of them opted to ignore him and proceed onto Kensla. The ones that notice just knew the guy as being "too interested" in what they were doing. Some of the group spoke with the innkeeper, who informed them about a peddler traveling down the road, but had nothing new to add to what they already knew at that point. Overall, the duke's agent was never a factor and thus I only briefly mention the character in the published book.
From Denison Crossing, 13 groups headed down to Kensla, and about halfway there, they encountered the dead peddler and the overturned, looted cart. For most, this is the first major point of departure as to how the rest of the adventure will proceed. While all the groups investigated the peddler's death, some didn't closely examine the wounds and missed the fact they were created after the peddler died from sword wounds. Others didn't decide to do an extended search around the area.
Of the 13 groups that dealt with the peddler, the range of outcomes included
- The peddler was discovered to have been killed by humans, and an extensive search of the area discovered where the bandits stopped obscuring their tracks and left a trail back to their hideout.
- The above happened, but the group decided to put a pin on following the trail and head to the village.
- The bandit wounds are discovered, but the group didn't find the trail because they didn't want to go too far into the woods.
- The party did not discover the bandit wounds, leaving them to think this was a wolf attack.
- Last, some parties buried the peddler, and some had the body carried to the village with them.
The first few times, I used skill rolls to handle some of this, but after the mid-2010s, I elected to do it more like Gumshoe; the only criterion for discovering the artificial wounds is examining the peddler's body thoroughly, like looking at it front and back. I only used skill rolls if they wanted more specific details like the type of weapon (shortswords and metal claws). With the discovery of the trail it whether they go beyond a few hundred years searching for additional clues. Again, I only used skill rolls if they wanted additional details, such as the size of the party and their weights.
If the trial is followed, it will lead the group to the bandit camp. Eight of the 13 groups did this.
And all eight wound up fighting the bandits, although all the fights were handled differently. Include a few that started out with the rogue character hidden in a nearby bush and one of the bandits walking over to said bush to answer nature's call.
After the bandits were defeated or killed, the characters find the bandits' supplies, including the costumes and tools to fake the wolf attack.
So here things get a bit complex in the outcomes.
One group thought they had figured it out and went back to the Baron to report their success. Which is fine except this group didn't go to the village, so when the Baron asked about the harvest, they went "durp", and headed back out to let the villagers know. Since there were also still wolves attacking, led by a Demon wolf, they quickly realized that wasn't the end of it.
Some groups, including the above, killed all the bandits in the fight, so they didn't get any additional information. The rest captured some of the bandits, questioned them, and learned about the Beggars and how they fenced the bandits' goods.
Three groups immediately followed up on that information and headed out to see the beggars. The rest opted to head to the village, or in the case of two, do briefly go back to Denison Crossing to turn over the bandits to the small baronial troop manning the toll booth in the hamlet.
Interestingly, of the three groups that opted to talk to the bandits, two managed to investigate and deal with the rest of the situation without ever talking to villagers until the very end before heading back to the Baron. The first time it happened was the result of an unexpected session I conducted at a Savannah game store, where I stopped by while on the road for business. I had nothing to do that evening, and the group there had their referee bailed. I borrowed a few tiny D6s as miniatures and a dry-erase board and ran it. I am glad I did, because overall, how that group dealt with the situation was not only unexpected, but also they handled it very well.
I will post later with the rest of the details of what happened, starting with what the other groups did upon their arrival at the village.