D&D 5E Do You Prefer Sandbox or Party Level Areas In Your Game World?

Sandbox or party?

  • Sandbox

    Votes: 152 67.0%
  • Party

    Votes: 75 33.0%

So these are two approaches that campaigns can (and do) use. They have various names, but I'm using these names. I've used both approaches in the past.

Obviously there is more nuance than the definitions below, but these are two possible extreme ends of the poll when voting feel free to choose whichever end you tend towards, or embellish in the comments.

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Sandbox -- each area on the world map has a set difficulty, and if you're a low level party and wander into a dangerous area, you're in trouble. The Shire is low level, Moria is high level. Those are 'absolute' values and aren't dependent on who's traveling through.

Party -- adventurers encounter challenges appropriate to their level wherever they are on the map. A low level party in Moria just meets a few goblins. A high level party meets a balrog!

Which do you prefer?
 

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This makes a rather badly wrong assumption of what you think my understanding is, or that I, myself, think that noting what matters and what doesn't for a given play goal isn't important (overwhelmingly so) to providing the desired experience.
What assumption of mine is wrong exactly? I think I understand what that sentence is supposed to mean, but I am not sure in the context.

I also think that most people don't have a broad enough base of experience/knowledge to really analyze play, and/or the motivation to be critical of play activities. I further think that this isn't at all a bad thing, because putting in effort to analyze a hobby experience is not high on most people's agenda, and rightly so.
This sort of attitude (most people just haven't been enlightened, and that's ok, I guess) is almost required for those advocating the views you are it seems. I held my nose when I bought Burning Wheel in particular because despite the attitudes of the community and designer I thought they were really onto something. Though, it just recently became impossible to deny just how much of an ass-hat the designer is and I might finally chuck my copy.

"Most people" have enough experience to analyze play, though they certainly won't all analyze it in the way you would. Analysis is always through a particular lens, including your own, not to mention people who ascribe to particular schools of game design. I have been involved in the hobby for decades, spent way too much time reading and listening to ttrpgs and design theory, I have experience with more games than I would want to list but germane to your points would be the aforementioned Burning Wheel, various PbtA, Fate, 4e D&D. I have more than enough experience to "really analyze play" and the motivation came from my inherent desire to understand myself and others but also seeing these games over and over not providing the results they aspired to.

After following countless rabbit holes of "you're playing it wrong" that I and others pursued and were sent down by true believers, I have no doubt that I "get it". I just don't think "it" is all that great. Others enjoy it, which is wonderful but unfortunately it's really common amongst those that do to look down on those that don't, either seeing them as uninformed or sometimes even doing something morally questionable or dishonest.

For what it's worth, I still love to run and play 5e.
I still can enjoy Fate, it's just a very particular experience and doesn't satisfy some of the core reasons I play ttrpgs. I am still somewhat open to PbtA, it's just that I've been let down by each iteration I got into and fundamentally the system doesn't have much to offer me other than a bit of rules asymmetry. Burning Wheel on the other hand I am done with.
 

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I think you're underestimating the cumulative effect of random/unstructured/on-the-fly content generation. If everything is made up on the fly, it's a rare dm indeed who can keep the world constant, believable and integrated - in other words, 'living' as opposed to 'moving.' My best evidence of this is that you tend to get the same effect from entirely random settings that were generated long before the game begins. It's still a mess of unconnected nonsense. (plus a reliance on random tables will lead to repeated encounters)

Put another way: the first time the gm either checks notes or makes something up on the spot, I probably can't tell which. But if they're always making it up on the spot, I'll see through that by the end of the first session.

A well-thought out setting where all the bits are thought of in terms of how they relate to the other bits is a different, and generally better experience for everyone involved. The whole game just flows better and build up to more, because the elements build on each other. This creates more meaning to all the details, and thus more 'weight' to the game overall. The stakes are higher. It is, of course, a lot more work, and not the end-all of having fun at the table - but as a player I can tell pretty quickly if the dm is thinking ahead or not, and the ones that aren't are not as much fun to play with (all else being equal).
For me it just depends. First, are the players made aware that it's random? Second, does the randomness fit into the pre-existing lore? As long as there are no obvious contradictions (and some knowledge may just be inaccurate) I don't see a problem with randomness.

For example, if you're exploring you may have some randomness to the encounters, but when I run the encounters are going to be from a pre-selected list of encounters reasonable for that area. An area where there have been major battles for example will be more likely to have shadow or undead creatures.

I think out areas, organizations and conflicts ahead of time, but until an something comes into focus I only but as much detail into it as I need. Once that detail is added, it's canon (whether or not it's lasting canon is a different story). If I have important NPCs, they may be very lightly sketched out if at all. I know there's a group of travelling halflings but the players didn't follow up on them so I don't know much about their internal structure. If they had followed up that particular thread I would have made it up, assigning names as appropriate from my big list of names.

It would have been a waste of time to detail out that the leader of the halflings was Roswyna, a surprisingly young woman with a cheery but business like demeanor that looks a bit tired and stressed with hair seeming to try to escape it's tight bun. Or whatever. But once I add that? It's canon and goes into my notes for the future. Maybe Roswyna is stressed because business is bad, or extortion or any number of things. But because the group didn't get follow a particular thread, Roswyna doesn't exist yet.
 

There's no evidence to support your assertion though, as you'd have to set up some equal test that does both and shows prep wins. On the other hand, there's lots of evidence that no (or light) prep can create engaging games and that heavy prep can create engagibg games. There's also strong evidence both can fail miserably. Your assertion rings hollow.

I don't doubt or disagree heavy prep serves play goals -- I've recently run games where it has for me. I doubt the play goal served is actually believability or verisimilitude or something similar, but rather something else that hides behind this.
I think one of the goals that heavy prep serves is consistency which also goes to trust. The thing is though, one can maintain consistency through improv by following two simple rules: (1) Don't contradict anything that has already been established. And (2) Stick to agreed-upon genre conventions. Players need consistency to make informed decisions. Heavy prep is not the only way to get there.
 

IME, it takes a talented DM to pull off an engaging sandbox. Most DMs that advocate and run sandboxes are not that talented. It certainly takes the right kinds of players too.

If you are sandbox DM - don't get fired up - I am sure you are the exception! ;)
This tracks with my experience and with a phenomenon that I call the "quicksand box." These are the ones where nothing seems to be going on and the players have to really work to find the adventure. Often they get stuck in town-based stuff like tavern sitting and shopping for sessions on end dealing with quirky, cagey NPCs with off-putting accents. This is particularly true of players who aren't proactive because they're used to playing in plot-based games.
 

I think one of the goals that heavy prep serves is consistency which also goes to trust. The thing is though, one can maintain consistency through improv by following two simple rules: (1) Don't contradict anything that has already been established. And (2) Stick to agreed-upon genre conventions. Players need consistency to make informed decisions. Heavy prep is not the only way to get there.
Yes. I agree with that. However, as I showed above, even if you stick to those 2 rules, you can still end up with situations that can leave some players scratching their heads. It's why I prefer a mix, rather than just improv. I'll improv a bunch, but something like that spy I will prep in advance.

This tracks with my experience and with a phenomenon that I call the "quicksand box." These are the ones where nothing seems to be going on and the players have to really work to find the adventure. Often they get stuck in town-based stuff like tavern sitting and shopping for sessions on end dealing with quirky, cagey NPCs with off-putting accents. This is particularly true of players who aren't proactive because they're used to playing in plot-based games.

Yeah. You have to have proactive players to make a pure sandbox function. If you don't have players, or at least one player, who will set and pursue his own goals, the game is just going to stagnate.
 

This tracks with my experience and with a phenomenon that I call the "quicksand box." These are the ones where nothing seems to be going on and the players have to really work to find the adventure. Often they get stuck in town-based stuff like tavern sitting and shopping for sessions on end dealing with quirky, cagey NPCs with off-putting accents. This is particularly true of players who aren't proactive because they're used to playing in plot-based games.

That's a great term!

Unfortunately I have firsthand experience with it.

Many years ago, one of my friends wanted to try DMing some D&D. For his first time out he went for the full sandbox route. Unfortunately, not having enough experience, he had not even close to enough plot hooks (and the ones he had were really HARD to grab) and we just ended up wandering around the town looking for stuff to do like 90% of the time.

It was actually a great learning experience for me - really taught that no matter how detailed the world is, no matter how deep the roster of NPCs is etc., if there isn't enough for the players to grab on to, it doesn't matter.
 

Yes. I agree with that. However, as I showed above, even if you stick to those 2 rules, you can still end up with situations that can leave some players scratching their heads. It's why I prefer a mix, rather than just improv. I'll improv a bunch, but something like that spy I will prep in advance.
I think your example requires there to be a player who thinks something "should" go a particular way, but it didn't and then assigning that to lack of prep by the DM rather than it simply being a mystery to yet be revealed. I think the latter is far more likely at an actual table.

I'm putting "should" in quotes above because in a game based on make-believe, it's really about "could" or "might" since there are so many possibilities. If a player has a disconnect, that's just an opportunity to investigate further to fill in those blanks and resolve the mystery, which could also be improvised.
 

I think one of the goals that heavy prep serves is consistency which also goes to trust. The thing is though, one can maintain consistency through improv by following two simple rules: (1) Don't contradict anything that has already been established. And (2) Stick to agreed-upon genre conventions. Players need consistency to make informed decisions. Heavy prep is not the only way to get there.
By extension, heavy prep in a randomly assembled grab bag of a setting like fr that violates one or both of those points whenever convenient and throws out some plot armor like "the gods" "absolute morality" "eleminster" or whatever will wind up feeling even worse because those mysteries are a blatant invisible wall any time the players even glance at them. Those walls over time will push players away from being interested in what is just to the side of the railroad tracks they are on over time. @jmartkdr2 sums this up nicely back in 160 where he inadvertently describes fr while talking about why he thinks planning is better than doing anything on the fly
 

What assumption of mine is wrong exactly? I think I understand what that sentence is supposed to mean, but I am not sure in the context.
Well, I can't exactly say, because all I have is that you said you came to the opposite conclusion from me while saying something I agree with 100%, so clearly there's an error about what you think I meant with that quote.
This sort of attitude (most people just haven't been enlightened, and that's ok, I guess) is almost required for those advocating the views you are it seems. I held my nose when I bought Burning Wheel in particular because despite the attitudes of the community and designer I thought they were really onto something. Though, it just recently became impossible to deny just how much of an ass-hat the designer is and I might finally chuck my copy.
No, you've badly misunderstood me, although if you're coming from Forge experience, I don't fault you for that -- I very much dislike a lot of the attitudes that pervaded the Forge, and actually, just yesterday, had a PM conversation with some other posters here about how much I felt the Forge had some truly good ideas but absolutely buried them under the superiority and loaded terms.

No, what I meant wasn't that I was more enlightened, but rather that experience makes a difference in available tools. To make a bad analogy (aren't they all?), it's like different culinary traditions. If you're really only familiar with, say, traditional American fare, like hamburgers, steaks, and potatoes, then it's hard to grasp what's different about Indian cuisine without experience -- the difference in spices and preparation and tastes is pretty large. However, if you do that experience, then you can do interesting things like fusions or selecting specific plates for specific reasons. It's not enlightenment, because you aren't better or more enlightened for having that experience, it's just awareness.

What usually happens, though, with RPGs, is that when different takes are discussed from different games, it gets filtered through what one already knows about RPGs, and that makes things difficult. It's like trying to explain a curried rice, with the spices and flavors, and being told, "yeah, we eat rice over here, too, it's not any different, I guess you could put spices in the rice if you wanted." And, sure, that's true at some level -- both have rice -- but it's also profoundly missing the point. This doesn't really happen much with food, though, because there's a wide awareness that there are different cuisines these days, but it still happens with RPGs. Experience with other systems just allows one to better select flavors that they like -- it doesn't make them any more enlightened.

Also, even if you're utterly unaware of another cuisine (or RPG), then you can still have great enjoyment with food (or RPGs). This is why I say it doesn't matter -- not because I think it's fine for people to not have extra experiences, but because this is a hobby for fun, and having fun is the only really important bit.
"Most people" have enough experience to analyze play, though they certainly won't all analyze it in the way you would. Analysis is always through a particular lens, including your own, not to mention people who ascribe to particular schools of game design. I have been involved in the hobby for decades, spent way too much time reading and listening to ttrpgs and design theory, I have experience with more games than I would want to list but germane to your points would be the aforementioned Burning Wheel, various PbtA, Fate, 4e D&D. I have more than enough experience to "really analyze play" and the motivation came from my inherent desire to understand myself and others but also seeing these games over and over not providing the results they aspired to.
I'll agree to this and disagree. Sure, most people can analyze things, but, as you note, only within their experience set. When I'm talking about other approaches, if you lack the experience, then you cannot do that analysis. This isn't another enlightenment thing, it's just simple facts -- if you lack the reference, you can't refer to it. Some people can arrive there, doing the work, but that's a pretty uncommon pathway.

As far as your experience goes, let me again say that I'm with you on how a lot of the Forge designers presented ideas in a format that made it hard to listen to them. I recently read an old Forge article by Ron Edwards that had some very interesting things to say, but couched them in terms of "Gamer Brain Damage." I mean, seriously? How on Earth to you expect to make a salient point when you start by saying people have brain damage, even if it's a metaphor?! Stupid. Still, there's good stuff buried under that caking, but I certainly don't expect people to willingly wade through the crap to find the cream. So, 100% with your reaction to some of this stuff, and understand how that might influence your take on the games they created (although I think Burning Wheel, as a game book, avoids the loaded language).

And, also, having experience with other games does not require you to like them. That's never been my point.
After following countless rabbit holes of "you're playing it wrong" that I and others pursued and were sent down by true believers, I have no doubt that I "get it". I just don't think "it" is all that great. Others enjoy it, which is wonderful but unfortunately it's really common amongst those that do to look down on those that don't, either seeing them as uninformed or sometimes even doing something morally questionable or dishonest.


I still can enjoy Fate, it's just a very particular experience and doesn't satisfy some of the core reasons I play ttrpgs. I am still somewhat open to PbtA, it's just that I've been let down by each iteration I got into and fundamentally the system doesn't have much to offer me other than a bit of rules asymmetry. Burning Wheel on the other hand I am done with.
This is perfectly fine. To call someone else out, I really enjoy conversing with @prabe, and he really doesn't like games I love. He's read them, and tried to grok them, and has cogent reasons for why he doesn't like them, and I appreciate that viewpoint. All too often games are dismissed and it's clear the person dismissing them fails to grok the game at a fundamental level (like my example above about curried rice). This is more irksome. I'm not sure where you fall on this spectrum -- you haven't said what it is about the games above you dislike other than the author of one -- but it seems you've made an effort, and for that I'm very appreciative. It also seems to have come with chip on your shoulder, so maybe not altogether great, but still, anyone even willing to read some of those rulesets is definitely something I appreciate.

My point in this thread, though, has never been that approach is wrong or there are better ones, but that the given reason for an approach is not well aligned with it's results. This is an analysis issue -- looking at what you're doing and what that does to achieve game goals, but not one where I'm suggesting there's a better approach, just trying to get people to drill down past the shallow "consistency" argument into what this approach is actually doing for them and what itch it is scratching. Those are, almost always, 100% perfectly cromulent play goals, and the drill down and analysis can only serve to find ways to better engage them. Or, maybe you're lucky and stumbled into the perfect approach for your table! Wouldn't you like to confirm this? I know I did, and now I can do a better job of presenting and playing games that I pick and tailor to achieve the specific goals I'm looking for. Sometimes that's a prep-heavy hexcrawl or dungeon crawl, sometimes it's an AP (although, honestly, this is more a concession to my group), and sometimes it's a non-D&D game altogether, with very different play priorities and procedures. More tools in the toolbox, more cuisines to sample from!
 

I think your example requires there to be a player who thinks something "should" go a particular way, but it didn't and then assigning that to lack of prep by the DM rather than it simply being a mystery to yet be revealed. I think the latter is far more likely at an actual table.

I'm putting "should" in quotes above because in a game based on make-believe, it's really about "could" or "might" since there are so many possibilities. If a player has a disconnect, that's just an opportunity to investigate further to fill in those blanks and resolve the mystery, which could also be improvised.
"Should" is very strong with some people. You and I have been on opposite sides of this in the past. I stand in-between you and some of the others in this thread and when my line is between me and you, we debate opposing positions. When it's between me and someone further, like now, we agree.

I think it depends on what the situation is, what the justifications/possibilities are, and where people draw their lines. Sometimes the "could" and "might" will be fine for the group and there's no issue. Other times the "should" will be stronger and it causes an issue.
 

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