• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

D&D 5E Building a small Sandbox. My players please stay out

Hussar

Legend
Well, I'm back in the saddle again after a rather extended hiatus from dming. I'm running 5e in PrimevalThule and I'm in the process of building a smallish sandbox for the players to play in for a while.

It's a heavily mountainous region to the northeast of Quodeth for those who know the setting.

I have a general map and a rough idea of the factions - a dwarves mining enclave, three aaracockra tribes, a human tribe, an elven group and possibly another roving band of Settite priests.

My question to you is where to start? Should I dig into the factions first or the random encounters for exploration?
 

log in or register to remove this ad

I like to start with the factions, regional descriptions, cultures, etc.

I makes it mush easier for me to DM a sandbox-style campaign if I've got a good sense of the people and places, groups and organizations. One I have that I can have random encounters that may have something like "highwaymen attacking a merchant caravan" and I can fill in flavor about who these people are, where they are going and are from, their motivations and it will be tailor to the location the players are currently travelling in and exploring.

If player throw me for a loop, it is pretty easy for me to come up with quests and encounters. He'll I can throw up a settlement, cave, dungeon, quickly from my map collection. I could even use the random adventure tables in the DM. But coming up with the flavor to make it seem real needs some work. You can make a completely random encounter or randomized adventure that you make on the fly come alive—and you can make detailed prepared adventure fall flat—all based on how well you can flesh out the places and people with local color.

This is one reason why in my homebrew world, I base my realms on actually cutures I've been to or read a lot about. I mix them up and comeup with some pretty fantasical seeming cultures, but since I have the features grounded in background context I'm familiar with, it makes it easier for me to come up with descriptions on the fly.

So flavor text first. Large arching storylines, major figures, some history, cultures, organizations, geographical regions, etc.
 

I recommend starting with the obvious quest. Even for a sandbox.
Sandboxes work best when you know the choices, which requires some exposition. When you can learn the region and the various factions and feel like you can make an informed choice.

For my sandbox campaign, I started with the players as guards on a wagon. I handed out questionnaires that asked why they were with the wagon. They could give me any reason, but it was a leading question to set the stage. Then I began with a gnoll ambush that killed the NPCs managing the wagon. This gave the players an easy choice: return where they came from, continue to the destination, or keep the loot. There was a finite number of options and all were valid. But I also wasn't sitting them down and pointing at the map and saying "pick a direction".
 

Well I do have something of that. It's primarily hexploration - I'll post the map when I'm not on my phone- with some built in motivations.

I'm mostly just trying to best organize my prep time. Where to start first, sort of thing.
 

Well, I'm back in the saddle again after a rather extended hiatus from dming. I'm running 5e in PrimevalThule and I'm in the process of building a smallish sandbox for the players to play in for a while.

It's a heavily mountainous region to the northeast of Quodeth for those who know the setting.

I have a general map and a rough idea of the factions - a dwarves mining enclave, three aaracockra tribes, a human tribe, an elven group and possibly another roving band of Settite priests.

My question to you is where to start? Should I dig into the factions first or the random encounters for exploration?

I think the point of a sandbox campaign is the freedom to wander, explore, and pick up quests on your own initiative.

That said, I wouldn't start a campaign completely blank. Usually it feels more reasonable if the characters have some knowledge (reliable or not) about the region as a whole. Dropping them into the unknown is also possible, but then figuring out why they're here automatically becomes the main quest and theme of the whole campaign (which is ok, but not always).

I see three major cases possible:

- the clueless: as in Planescape:Torment, the characters are just dropped into the sandbox, barely knowing who they are and nothing about the sandbox itself
- the outsiders: the characters came from far away, they only have second-hand knowledge, typically about large-scale stuff (as when you take a vacation to a foreign country you haven't visited before... you may know a lot about the country's history and fame, but little about locales and practical life)
- the locals: the characters come from the sandbox itself, their knowledge is more small-scale; this is more challenging to setup because unless the PCs are very young, they probably expect to know quite a lot
 

Something I found very useful was rolling on the donjon fantasy generator for inspiration - http://donjon.bin.sh/fantasy/random/#type=encounter;enc-type=Dungeon - I print out 10 or 20 results for (eg) wilderness encounters, urban encounters, NPCs (of suitable naming style) etc and use them either ad hoc or to populate settlements. Eg here's the result of rolling "NPCs - Ancient World - Human - Babylonian":

Aburnat: Male Human Paladin, Good. Aburnat has a round face, with brown hair and blue eyes. He wears chain mail and wields a two-handed sword. Aburnat is forgiving and anxious.
Ninki: Female Human Alchemist, Neutral. Ninki has red hair and hazel eyes, and pointed ears. She wears fine clothing and a rabbit fur cape. Ninki is absent-minded, and always searching for a missing item.
Nina: Male Human Alchemist, Evil. Nina has matted golden hair and large blue eyes, and a messy moustache. He wears modest garments and several pouches hang from his belt. Nina is fanatical and unfeeling.
Nisab: Female Human Artist, Neutral. Nisab is rugged in appearance, with black hair and sharp hazel eyes. She wears well-made clothing and a sling of vials and potions. Nisab seeks to discover why she cannot remember anything from yesterday.
Myla: Female Human Fighter, Good. Myla has matted white hair and large green eyes. She wears chain mail and wields a glaive-guisarme. Myla has an animal companion, a badger named Amur.
Nisab: Female Human Priest, Evil. Nisab has a square face, with straight gray hair and gray eyes. She wears expensive clothing and a dragonscale cloak.
Tana: Male Human Fighter, Evil. Tana has a narrow face, with tangled white hair and light gray eyes. He wears plate mail and wields a spear and heavy crossbow. Tana suffers a traumatic fear of open water.
Harsanga: Male Human Peasant, Neutral. Harsanga is fey in appearance, with black hair and green eyes. He wears travel-stained clothing and an iron amulet.
Lili: Female Human Artist, Evil. Lili is tall, with matted copper hair and gray eyes. She wears tailored clothing and several pouches hang from her belt. Lili is deceitful and greedy.
Bhhalaelu: Male Human Soldier, Neutral. Bhhalaelu is short, with tangled auburn hair and gray eyes. He wears leather armor and wields a battle axe and short bow. Bhhalaelu is extravagant and impartial.


With a bit of tweaking I can use that to populate a merchant convoy or a settlement, or roll on it in play for a random encounter. Or I can eg roll for just divine types to populate a temple.
 

Another useful resource for populating a sandbox is Dyson's Delves I & II (or Dyson's website) giving tons of keyed and unkeyed dungeons to scatter around. Valley of the Red Apes in II has a Thulean feel and would fit well in your suggested terrain.

Re factions - generally it's best to leave plenty of space to develop in play, but I like to have a starter paragraph on each with the faction leader and a couple other NPCs of that faction.

Recently I've not used traditional random encounter tables so much, I generally like the donjon generic
one better as it produces more NPCs, events and ideas rather than "manticore jumps out"; but a single d8/d12 table with some sample beasts common to the area would be a useful resource that helps ground your ideas on what creatures live there. Also Thule has very distinct fauna to populate the table.
 
Last edited:

I guess details like factions over adventures depends on how long you are playing in the box. If it is a whole campaign going on for several months or years then fill in many details. If it is over the summer and goes from level 1 to 5 or 6 then skip most of that until it comes up and focus on cool adventures.

What would your players want to play in? You know them better than any of us here and can tell if they are more into story and setting or adventure and combats. My players in this stage of play want better adventures over setting. Lately we have been playing in FR, but even when we homebrewed a lot of details everlapped the different campaigns and became houserules.
 

I start my sandboxes (campaigns) by giving the players a sheet or a few sheets of information that describe what their character knows about the world. It usually includes a rough map as well. Part of it is just common knowledge that all of the players know. Some is player specific. Overall it covers things like the known factions, the local politics, important people, rumored locations or items of note, stuff like that. It also includes around a dozen rumors that are a mix of fact, fiction, and in between.

The next question to me, is how do the characters themselves start? Mine is set in a village and they are all from that village. So they already know each other. I allow them to create details for some relationships with some of the other villagers, but they have to be friendly with the other characters. While I can, and have, come up with specific reasons for the characters to be together at the start, I like them to provide a lot of input into that now, since they are from the same village.

Now in my campaign, everybody has at least 3 characters. They can come in and out as they desire (when appropriate). It also allows us to jump between multiple ongoing groups depending on who can make it that week.

We also do character creation at the table again. Backstories and personalities are developed right there (we've also gone back to rolling stats in order, and I have some things like traits that give some minor bonuses and helps with potential personalities). The player will develop things a bit more, and we also work on this together outside the session. The first half dozen or so sessions I allow a lot of flexibility for changing things around to what they are comfortable with.

But, since they have multiple characters, it also provides opportunities for them to cover a lot of bases in class and personality.

Since I run in the Forgotten Realms, I also encourage them to read up as much as they want on the world. Not everything published is exactly what happens in my campaign, but it provides a good amount of shared knowledge up front that I don't have to write.

Sometimes, maybe not the first session, but a few sessions in, there will be an event that draws the village together (orc attack, giant attack, etc). Everybody has to serve in the militia and is trained (and provided a weapon) by the town (10 days three times a year). So we can also start with one of those stints if we want.

The idea is to always give them far more options than they need so they feel like they are really in charge. Since I don't know what will interest the players (or their characters), it's a mix of politics, intrigue, local and regional news, local relationships, dungeons, and rumored treasures. That way they have pretty much free reign to choose what kind of adventure they are looking for.

Downtime activities also come into play more, which is great because it helps them come up with goals for their characters other than just exploration and adventuring. The campaign time-line continues for the off-stage characters in time with the on-stage characters. I'm looking at expanding the group by potentially running some drop-in games at the local store. If I have time, I'll let my regulars know, and I'll see if there's anybody at the store interested in playing. I'm hoping that some of my regulars will be able to make it to some of these drop in sessions, because I want to foster some cross-campaign characters between multiple groups and see where things lead!
 

Hey folks. Huge props to everyone. I know I have kinda not provided much. I'll be back to my computer tomorrow and I'll fill in lots of blanks.

In the meantime have lots of xp.
 

Into the Woods

Remove ads

Top