D&D General [rant]The conservatism of D&D fans is exhausting.

I just want to chime in and say that this isn't a problem (unless you don't trust your DM to make these decisions fairly, and that's not really a "rules" problem). Not only that, the DM is both allowed and encouraged to make such decisions, per the rules in the DMG.

Folks here in this thread (and elsewhere) often cite this as a flaw or problem to be avoided/overcome/corrected. Maybe it is, maybe it isn't, but it's consistent with the 5E D&D rules...it is what the devs intended.
There's a few posters here who, based on past readings, would seem to harbour a profound and deep-seated mistrust of DMs in general; and who thus seek to limit their powers and abilities at any opportunity usually by choosing and-or promoting games that severely restrict what the DM can do and how it can be done.

And that's fine - D&D isn't for everyone - but that outlook sure muddies up discussions about DM-centric systems such as D&D.
 

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Well, I'm not saying that there should be an entirely blank map at the start of play. Some details should exist... whatever's relevant to the starting situation and whatever the characters may have introduced. So if the player of the Barbarian talks about being the last of his clan, or an outcast from his clan... well, obviously there are some clans out there. Who are they? How many are there? What happened to his clan? And so on. Do this for each PC and incorporate a few other ideas, and you've got plenty to play with.

See, I've experienced that kind of game and it did nothing to make the world deep. All it made me think was "wow, this GM really thought up a lot of NPCs... like, even the ones that don't really matter have been detailed."

Depth, for me, comes from feeling that the world and my character are connected. That they're not separate things. My character (and those of the other players) have a place in this world, with connections and a history and some potential future.
I agree with this. I think problems occur when the GM has a very detailed world and doesn't give the players enough information or background to write characters for that world. This campaign I was referring to started out with...you are all humans. The only classes available are barbarian, rogue, and fighter. Then we were put in a scenario (defend the town) that gave us an immediate connection to the world.

More species, more classes were unlocked later on.

If the DM has a detailed world and then the player wants to be part of a barbarian clan that didn't exist previously, and the DM then modifies the world to fit them...they will feel less natural and less integrated.
 

This is about the history of the term Sandbox Campaign.


The term originated as part of the marketing of Necromancer Games WIlderlands Box set in the early 2000s.
If so, then how-why was I hearing people talk about sandbox-style play - and using that term for it - in the 1980s?

I suppose it's possible someone local came up with the term independently, though I'd count that as unlikely.
 

(i) Setting Tourism (Theme Park) + (ii) Pick Your Own Railroad (from a menu) + (iii) Discretionally Break Your Railroad Up With Auxiliary Content ( (iiia) Side Quests or (iiib) Dollhouse Play) = A particular form of play. It might even be constitutive of "Sandbox Play" for one value of sandbox.
What does "Dollhouse Play" mean here? That's a new one on me.
 

I just want to chime in and say that this isn't a problem (unless you don't trust your DM to make these decisions fairly, and that's not really a "rules" problem). Not only that, the DM is both allowed and encouraged to make such decisions, per the rules in the DMG.

Folks here in this thread (and elsewhere) often cite this as a flaw or problem to be avoided/overcome/corrected. Maybe it is, maybe it isn't, but it's consistent with the 5E D&D rules...it is what the devs intended.

I mean, it's not a problem unless it's not your preference. It's not how I prefer to GM, not is it how I prefer other to GM when I play, even if I accept that it may happen.

The earlier days of D&D were less filled with the "ah, just do what you want" type of ethos that's present in 5e.

Okay but the GM deciding something isn't railroading

I don't think I implied that.

I provide you guys with the tools and procedures I use. But I also clarify that they aren't prescriptive (just as Rob has). I don't think there is any lack of clarity on how I run a sandbox. I just put out content that is open enough that a different GM can apply the tools to their own approach. I don't think every sandbox has to run the same, but there are basic ideas and parameters to them: open world adventure, a place to explore, the players being able to take initiative and steer the adventure through their actions, a sense of things being alive and dynamic (i.e. the world and NPCs are not static), having a variety of tools like encounter tables, event tables, generators, travel procedures, etc. Again, sandbox isn't attempting to reinvent the wheel. It isn't saying: this is a whole new game. It is saying this is an open approach to running an RPG. People can of course quibble, and debate. I don't own the term, and I think this is just how I look at it. But me and Rob have given you guys example after example, procedure after procedure, and all I can see is responses that we aren't answering your questions (and maybe that is true because you seem especially focused on the very incremental details of the interactions between the players and GM and we are not; and on having consistent procedures from table to table, and I think we aren't). Other posters have done the same. We aren't just giving you hot air. But if you looks at our stuff, we are offering up pretty clear approaches and procedures that we generally follow, as well as principles about rulings and such. We just generally refrain from saying "this is how it has to be done or it isn't a sandbox" and I have a particularly fluid and evolving approach where I am experimenting from one campaign to another with new procedures and tools.

But check out my the good sandbox + thread and you will see I post a lot in there about what I do (I already know fro responses there are people for whom this is inadequate but I think I gave enough information for most people to get how I approach things). Just keep in mind that is a + thread and it is for sharing sandbox not having another one of these debates

Generally, you answer in very vague ways about what you do. It gives the impression that there are not set processes you use. That there is a lack of consistency in the way rules and processes are applied.

What I think would be best is if you took an actual example of play and then described the actual processes used to facilitate that bit of play. Rather than talking about things in a very general way that kind of amounts to "Well, I see what's relevant and then I consider what would make sense in the setting and how the world responds to the players, and maybe I'll use some dice" kind of comments.

You by no means have to do so... but honestly, the lack of specificity makes it seem like you're just deciding in any moment what to do rather than that you have established play processes.

I don't think you need a whole lot beyond the GM asking the players what they want to do, and if the players say they want to go anywhere, or do anything, even if it doesn't seem particularly like it would be fruitful for adventure, the GM says "Okay let's see what happens".

See I don't think a sandbox is about "going anywhere or doing anything". I think that's such a broad idea that it makes the term lose its heft.

A sandbox, to me, is a bounded area of play. this is where things will be happening. What will be happening? Well, that's largely up to the players, though probably not entirely. The GM likely has some ideas, as well... especially at the start of play. Or the game or genre may present certain expectations for play.

What procedures specifically the GM uses there will vary from game to game, and even GM to GM, but the core idea is being open to going anywhere or trying anything, and of course there are some assumptions (like you expect a setting map, location descriptions, etc) but those assumptions I think are flexible points.

See this is what I mean... most of your comments about it are like the above.

What is it that YOU do? Specifically, what do you do? If you're starting a game of Wandering Heroes of Ogre Gate... how do you begin? How do you get the players to drive play?

Like I said, if someone asked this about my game of Spire, I could talk about what I did for that game specifically. I wouldn't talk about making organic decisions or making sure that my decisions make sense and all that general stuff. I'd talk about what I did in that game as GM.
 


No, I think there's a tension no matter what.

Personally don't find this if you are prepping locations, factions, people and situations. I think if you have something like a mystery adventure ready to go, there might be more tension but even that really isn't a big deal. I do think people sometimes walk around with an idea that "I prepped it and I don't want it to go to waste" but the whole point of sandbox is to not think that way (at least in my view). And this can also happen without prep. A gm who is ad libbing is developing ideas as the game unfolds and when you are ad libbing in a sandbox you need to be willing to put those aside too because it is about what the players want to do
 

See this is what I mean... most of your comments about it are like the above.

What is it that YOU do? Specifically, what do you do? If you're starting a game of Wandering Heroes of Ogre Gate... how do you begin? How do you get the players to drive play?
I've already posted what I do. And apparently that is not sufficient for you. I don't know what to say if that is the case. But I am not being vague. I have posted numerous procedures. Provided examples. I've even posted links to entire sandbox campaigns I put on my blog. But in terms of what I do to start, I just say something very light like "okay so you guys are in Tung-On, what to do you?". And as I have said, there isn't a set procedure. Sometimes they tell me what they want to do. Sometimes they ask questions. Sometimes I have answers, sometimes I need to think, sometimes I decide to roll. But there isn't a set way to do it each time so it comes out exactly the same. I get you don't like this answer, but you keep calling it vague when plenty of other people in the threads who run sandboxes, fully get what I am saying (and if they don't they ask a simple question and I answer it, and that is the end of the story).

There is no secret recipe to it. It is a normal game. The only difference is you commit to having the world be open. I use a number of methods (which I have provided examples of) to help achieve that, and a number of guiding principles, but I also evolve my style with each campaign.

In terms of Ogre Gate, there isn't one right way to do it. I provide tools so it can be run as a sandbox. It doesn't have to be though. And it doesn't have to be run the way I run it.
 

Well in my case, the players all know each other already, so that's not an issue.

If you mean the characters, that's usually something we've established during character creation. We always do that as a group, regardless of game.



I've been both GM and player in cases where this happened. I had prepped a frankly ridiculous amount of material to start a campaign and I expected it to work very well and it was for my longtime group and I talked it out with everyone ahead of time (individually, mostly... we didn't have like a forma session zero) and yet once we began playing, one player just couldn't get interested in what I'd prepared.

As a player, a buddy wanted to run Starfinder. I was a bit leery as Pathfinder had word thin on me by now, and Starfinder seemed, if anything, even more crunchy. But I had fun with it because I had a fun character concept and so did the other player characters. In fact, our interest in the characters totally shadowed any possible interest we had in the AP that was being run. We wanted nothing to do with the mission across the galaxy to find relics.



Sure, I didn't define it because it will be different for every game and group.



I'm not talking about assigning homework. I'm talking about working together before play begins. Like one session, maybe? A half session may do. Depends on how long a group typically plays.



I was talking about a potential problem due to the mismatch in setting investment between the GM and the players. So that's what I'm going to talk about.

To say "Well what if the conditions were such that such a mismatch wasn't a concern?" just avoids the topic. Ideally, conditions would be such that it wouldn't be a concern. You know how that's most likely? To be aware of the concern!



That's possible. I don't think the volume of material is what makes a setting deep. The Forgotten Realms is pretty absurd... and I don't just mean because of dragons and goblins and such.



I don't really think it's a whole lot more focused than D&D. I mean, "criminals" is a pretty broad descriptor. So is "adventurer".

But either way... these are the examples I can think of off the top of my head. I'm sure there are others out there.



Right but you asked me what sort of games I might play where random is the same as plotted, so I provided an example.

I don't think preparation is going to prevent railroading. Quite the opposite, really... though I don't think it's a certainty or anything like that.

But I think there's an inherent tension between large amounts of preparation by the GM and player-driven play. It's kind of definitional, isn't it? It's not insurmountable, but it exists and I think needs to be addressed to make functional player-driven play. Not being aware of it is the reason that I've seen people describe something as a sandbox, but really it was just a whole bunch of GM generated plot presented in a slightly different way.

You know, this comment resonated with me. I joined a game that was running the Dungeons of Drakkenheim uhh, campaign? Somebody cited it in one of the other sandbox threads floating around, and I was going to push back on that a bit but shrugged. However it was the "DM preps a bunch of stuff with a deep set of crap behind it and then I just couldn't get into it" of your post that really got me! Like, I just didn't care much about their Mordheim redux setting or any of the factions; or the central conceit of play.

Also turns out that DoD is actually a series of lakes (in Bioware CRPG design terms) with a fairly linear narrative expected to be followed despite being presented as a sandboxy city thing. Yeah, you can choose the faction you like, I guess; but there's expected Quest events you've gotta hit to progress (literally teh sort of "if you go in without XYZ you'll just die" type of thing), overarching plot lines the story is expected to follow; and a degree of climax. And like, with all that "prep" out there, how are you going to avoid pushing it on the players?
 

See I don't think a sandbox is about "going anywhere or doing anything". I think that's such a broad idea that it makes the term lose its heft.

When I set up a sandbox, I usually have a starting point and I ask the players if they have anything they want to focus on. But sometimes I just drop them in a random spot. We might try to establish why they are there, some background information. But the point is they can leave that area and do whatever they want. This isnt' true of every single sandbox. Sometimes there is a premise. Or sometimes I am play testing something and I have to ask teh party to stay in a given area so I can playtest it (when I did the Sons of Lady 87 book, for some of the playtests I made that request, but for others I didn't because I wanted to see how that material connected to the rest of the setting in play).


A sandbox, to me, is a bounded area of play. this is where things will be happening. What will be happening? Well, that's largely up to the players, though probably not entirely. The GM likely has some ideas, as well... especially at the start of play. Or the game or genre may present certain expectations for play.

I agree there is usually some parameter. I mean if the players want to go to mars, that is probably not an option in Ogre Gate campaign. But they can go to heavenly realms, they can go all over the continent (even places I haven't mapped out as much: in fact that can be helpful to get me to map things). And I agree theme, genre, etc can all be important. The GM has a role here of keeping things on theme or true to setting.



See this is what I mean... most of your comments about it are like the above.
But this is because sandboxes, especially OSR ones, tend to vary and tend to treat things as tools. Now I do know people who adhere more rigidly to some procedures, and some tools, but I know more who view them as means to achieve a living world for the players. This is why rulings are so important for example. That involves embracing a certain amount of uncertainty and being comfortable with ambiguity. Not everyone likes that. But if I seem vague, it is because I am not as into prescriptively following procedures as someone like Manbearcat was asking about. But if you do look at our exchange on the Good Sandbox + thread, you will see I lay out exactly how I do overland travel and encounters. His issue seemed to be around how I allow for the checks to be scaled to danger and traffic (i.e. the default might be one survival check per day of travel, but the GM can increase that according to things like passing through a dangerous forest; and the GM can scale it down to say a city, and start rolling each time they pass from one quarter to another, then scale it further so they are rolling every ten minutes if the players are breaking into a house or castle). I find that kind of flexibility extremely useful in practice. I was under the impression he wanted something that was maybe more player facing or gave the players a more consistent way to interact with the mechanic in their decision process. Which is fine, but I do think I was at least specific in my example of overland travel
 

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