kitsune9
Adventurer
There was a poster here who coined the term "rowboat campaign" in which the DM basically describes what you asked but the players have that glazed look or don't know what to do.
Here's my approach to a sandbox game:
1. Start with an encounter. The PC's are on the way to a town/village/etc. and get involved in an ambush/bandits/monsters. They find tracks, go to dungeon, clear it out, and then head to village. The village talks about a couple of other problem areas in the east and south. The players now have a choice. They can:
a. Go east to location A.
b. Go south to location B.
c. Continue onto the next village. As they explore hexes, they could run into other locations.
2. Start the players out completely lost so the immediate goal is clear--find civilization. Since sandboxes involve exploration, then as the PC's explore the area, they are likely to run into planned encounters, random encounters, and eventually find a settlement. From there they get more information of where they came from so they may be inclined to go back or set off in another direction.
Personally, I think a sandbox should start with at least one immediate goal--you get caught in the thick of some action, it leads to a location, and from that location you discover or "unlock" new locations. Kind of like how Grand Theft Auto uses their sandbox. Eventually, the entire sandbox is explored and the goals the PC's had are met.
Here's my approach to a sandbox game:
1. Start with an encounter. The PC's are on the way to a town/village/etc. and get involved in an ambush/bandits/monsters. They find tracks, go to dungeon, clear it out, and then head to village. The village talks about a couple of other problem areas in the east and south. The players now have a choice. They can:
a. Go east to location A.
b. Go south to location B.
c. Continue onto the next village. As they explore hexes, they could run into other locations.
2. Start the players out completely lost so the immediate goal is clear--find civilization. Since sandboxes involve exploration, then as the PC's explore the area, they are likely to run into planned encounters, random encounters, and eventually find a settlement. From there they get more information of where they came from so they may be inclined to go back or set off in another direction.
Personally, I think a sandbox should start with at least one immediate goal--you get caught in the thick of some action, it leads to a location, and from that location you discover or "unlock" new locations. Kind of like how Grand Theft Auto uses their sandbox. Eventually, the entire sandbox is explored and the goals the PC's had are met.