Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Building a Sandbox
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="shilsen" data-source="post: 4015734" data-attributes="member: 198"><p>Personally, I really like sandbox-style games, and have been running my Eberron campaign for over 2 years with mostly that approach. From a logistical standpoint, here's one suggestion I have about the following:</p><p></p><p></p><p></p><p>Since there is only a finite amount of time and energy any of us can devote to DMing and preparing for a game, I prefer to minimize preparatory work and ensure that everything I prep will see use. So when it comes to adventure sites and/or potential plot hooks, something which I do is to not bother actually creating them beforehand. I will give the PCs enough information for them to know the place/plot/option exists, but I won't sit down and actually stat out things unless I know they're heading there. I highly recommend doing the same. For example, let the PCs know that there's a haunted dungeon below the ruins of some castle, that the great wyrm Whatzisnehm lairs on mount Overthere, and that there are job openings for guards for a caravan heading across the Hotanddry Desert, but don't bother actually putting together the dungeon or the dragon's lair or the desert until the PCs actually get there. Just have some preparatory ideas about what's there and ad lib the rest if they start digging up info. It's worked great for me and I wouldn't do it any other way.</p><p></p><p></p><p></p><p>I think you've got most of the stuff you need already covered. One thing I recommend (which you've probably already planned on) is having some explicit indicators and hooks for things the PCs can do. Most players/PCs like to have at least some potential directions indicated for them, especially right at the start of a campaign. I always run campaigns without a pre-planned plot and the way I start them off is by dropping the PCs into the middle of an action-packed moment. Then, by the end of the first session and into the second or third, I'll drop half a dozen plot hooks on the PCs, making sure they differ drastically and that some have links to the PCs' backgrounds. Depending on which one the PCs pick up on and what they do with it, new plot hooks will open up (usually multiple ones at once), and more will appear due to their backgrounds, interactions with NPCs, choices (both what they do and what they choose not to do), etc. At the same time, I make it clear (both IC and OOC) that they are free to ignore all the plot hooks and go do something of their own.</p><p></p><p></p><p></p><p>Much prefer the former.</p></blockquote><p></p>
[QUOTE="shilsen, post: 4015734, member: 198"] Personally, I really like sandbox-style games, and have been running my Eberron campaign for over 2 years with mostly that approach. From a logistical standpoint, here's one suggestion I have about the following: Since there is only a finite amount of time and energy any of us can devote to DMing and preparing for a game, I prefer to minimize preparatory work and ensure that everything I prep will see use. So when it comes to adventure sites and/or potential plot hooks, something which I do is to not bother actually creating them beforehand. I will give the PCs enough information for them to know the place/plot/option exists, but I won't sit down and actually stat out things unless I know they're heading there. I highly recommend doing the same. For example, let the PCs know that there's a haunted dungeon below the ruins of some castle, that the great wyrm Whatzisnehm lairs on mount Overthere, and that there are job openings for guards for a caravan heading across the Hotanddry Desert, but don't bother actually putting together the dungeon or the dragon's lair or the desert until the PCs actually get there. Just have some preparatory ideas about what's there and ad lib the rest if they start digging up info. It's worked great for me and I wouldn't do it any other way. I think you've got most of the stuff you need already covered. One thing I recommend (which you've probably already planned on) is having some explicit indicators and hooks for things the PCs can do. Most players/PCs like to have at least some potential directions indicated for them, especially right at the start of a campaign. I always run campaigns without a pre-planned plot and the way I start them off is by dropping the PCs into the middle of an action-packed moment. Then, by the end of the first session and into the second or third, I'll drop half a dozen plot hooks on the PCs, making sure they differ drastically and that some have links to the PCs' backgrounds. Depending on which one the PCs pick up on and what they do with it, new plot hooks will open up (usually multiple ones at once), and more will appear due to their backgrounds, interactions with NPCs, choices (both what they do and what they choose not to do), etc. At the same time, I make it clear (both IC and OOC) that they are free to ignore all the plot hooks and go do something of their own. Much prefer the former. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Building a Sandbox
Top