D&D 5E 9 words to help run a sandbox

I also like the idea that the players can sometimes venture into higher level areas where they may encounter opponents that are too tough for them. But I think it should be properly foreshadowed, so the players don't just wander straight into a party wipe. You can do this foreshadowing by the way you describe the foe they encounter, or by first having them get their butt handed to them by one such foe, and then implying there are many more of him in that region.

For example, my players ran into a plesiosaur bathing in the sun. One of the players considered attacking it because it would be slow on land (or so he figured). I then pointed out that given the fact that the plesiosaur climbed on to the rocks himself, it was hard to second guess its land speed, and that the beast had rows of razorsharp teeth that could definitely do a number on their ship. The other players talked him out of it, and decided not to shake the beehive, sorta speak.
 
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The way I've handled this so far, is by having an over arching plot, and a local plot. The local plot is what ever the players are currently doing, and is centered on just one location where the players currently are. The local plot usually ties into the main plot in some way too.
One thing I do is cut the map up into zones, and have local plots in the diferent zones. ( ina way simular to how worls of warcraft has diferent zones)
If characters don't go to a zone and adress the problem the situatopn will escalate so it keeps being level apropriate.

it might start as 2 groups of bandits having a gang war and snowball from there, soif the players ignore this zone ot might go trough the following steps:

1) human bandits fighint eacother.
2) one of the gangs hires a ogre ( increasing upto 3 ogres depending on level)
3) the ogres find out how easy humans are to fight and comunicate this to their chieftan, the ogers overtrow the guild that hired them and crush the other guild.
4) it becomes a full ogre invasion.
 


The way I've handled this so far, is by having an over arching plot, and a local plot. The local plot is what ever the players are currently doing, and is centered on just one location where the players currently are. The local plot usually ties into the main plot in some way too.

Another way I've tried to tackle this, is by making sure all npc's have easy to remember names. Often their names are aliterations, or they have an easy to remember nickname.

Sometimes a plot thread will be left lingering for later on in the campaign, but I make sure the players remember it, by having it be tied to other memorable events.

Yep. Currently running a sandbox kickstarter for 5e so this is a most timely thread.
I trying to have a portrait of nearly every npc to help the players remember them, and give everyone a name rather like their trade to also assist in this
 

Yep. Currently running a sandbox kickstarter for 5e so this is a most timely thread.
I trying to have a portrait of nearly every npc to help the players remember them, and give everyone a name rather like their trade to also assist in this

I took some inspiration from George RR Martin, in that many characters have more than just one name.

Eddart Stark, aka Ned Stark
Sandor Clegane, aka the Hound
Gregor Clegane, aka the Mountain (that rides)
Peter Balish, aka Littlefinger
Varys, aka the Spider
Jamie Lannister, aka the Kingslayer
Danearys Targaryen, aka Dany, aka the Khaleesi (and many other titles)
Tyrion, aka the imp
Aerys II Targaryen, aka The Mad King


I think a nickname really helps your players remember characters, especially when you have a lot of them. I also practice saying the name to myself, and listening to how it sounds. Is it easy to say, or really complicated? If the latter, I simplify the name. And if the name is an alliteration, the name has a certain lyrical quality to it, and is easier to say. Sometimes I'll also make sure a name means something fitting of the characters. Characters of a specific race will often have names from a specific language that I thought best fits the culture. So in my campaign the Kooghans (a sort of African pirate tribe) all have Swahili first names, and last names that are proud and powerful (often named after the circumstances of their birth, or great things they've done).

Some Kooghan names:
Darweshi of the Elk, Mwinji the Splendid, Kobe wielder of Flame, Heshima the Blessed, Msia tender of the eternal flame, Musa the Reborn, Urunto Khan of the twin skulls, Hamadi of the golden horn, Penelope Varez Moonpearl, Daro Sinkingsun, Garun Miraclehand, Alaris Thunderingroar, Wandile River Blessed.

The Speakers of the Dead (a tribe of witch pirates) all have Indian names, where the first and last name often end with the same letter(s), and where the first name is often a scary one (lots of hissing and gggg-sounds in the name) and the last name always is something threatening (they are named after snakes and poisons).

Some Speaker of the Dead names:

Skagga Snakeveins, Katakis Umunkis, Rascha Mandora, Yana Calcara, Unu Valadu, Nia The Forgotten, Moswen Poisonvoice, Mesi Tetherbones, Uadjit Cobrafang, Kanika Drownedfate, Keket Drowned Sister, Safiya Corpsetender, Shukura Fleshweaver, Arana Vaspurga, Ishtara Skrigga, Unun Kaladun, Rayne Blightvein, Bakari Shuarri, Kissa Snakeshead, Kissa Snakestail, Hegeth Kessereth, Khaldun Bonescatterer, Aziza Hitthra, Mensah Terrorbringer, Hith’carice Arpurgice, Bastet Basilisksteeth, Nu’ma Kartaga, Sitaara Ashandra, Maleeha Murderheart,Zameel Rottenoak, Anbara Cradleheart, Hazeela Banefultouch, Ghaaliba Grimfate, Humaira Hookhorror, Sakeena Slitveins.

[video=youtube;nTBQZBMQtOw]https://www.youtube.com/watch?v=nTBQZBMQtOw[/video]

One of the villains in my campaign has the most complicated name, and yet it is the easiest to say: Teehlyian'tara (aka the lady of the flesh)... it kind of just rolls off the tongue. And my players have no trouble remembering it... but I probably should not ask them to spell it. And I have a demon queen called Kalhwnarr, also pretty easy to say, not to spell.
 
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Satyrn

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You can't call it a sandbox if it doesn't have a xylophone in it.

I was thinking Xerxes, because my games all need a scene where the villain's emissary gets kicked into a bottomless pit while a PC proclaims "This is Waterdeep!"

It really helps tie the players into the setting.
 

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