MortonStromgal
First Post
I'm not a sandbox GM, I do however adlib alot so here is what I normally do. Build NPCs with motivations and plans that will change the PCs world in some significant way. Have the PCs give me backgrounds (if they want) about what there character wants in life. My NPC events happen, Players react to them, while I integrate what their characters want to do in life as part of the conflict.
For example I may have an NPC want to start a revolt and march on the city where the PCs live to become king, the PCs may be interested in farming, let them farm. The armies will invade and perhaps the new king puts high taxes on farming (thus incorporating what they wanted to do with conflict). How they resolve the conflict is up to them. Its not railroading because they can choose to just keep farming and pay the high tax or they can try some politics and see if they can get the tax lowered or they can take up arms or something else entirely. The choice is theirs, I just created the environment and conflict.
Another big thing I learned from White-Wolf and then turned it up to 11 is the way I handle XP. End 10-15 min early and ask the players
1. Scale of 1-3 how well did you roleplay your character? Did you have a different voice or way of speaking, etc?
2. What did you or your character learn this session?
3. Did you include another player?
4. Did you do something heroic?
5. Is there anything else you should get XP for?
Base XP on that, like I may give 500-1500 XP for question 1 and 500 XP for every other question plus a bonus 100 XP for each roleplaying scene or awesome thing I thought the player did that session.
[edit] this gets your player thinking about what they did each session as well as putting their XP in their own hands to some extent. Don't worry about if someone levels up a bit faster, it will just get the players to put in more effort each session so everyone can walk away with max XP. And don't just hand it out cus they said so, challenge them, you have veto power but dont go against the group just make them realize rolling dice doesnt count as roleplaying unless the group as a whole is ok with that.
For example I may have an NPC want to start a revolt and march on the city where the PCs live to become king, the PCs may be interested in farming, let them farm. The armies will invade and perhaps the new king puts high taxes on farming (thus incorporating what they wanted to do with conflict). How they resolve the conflict is up to them. Its not railroading because they can choose to just keep farming and pay the high tax or they can try some politics and see if they can get the tax lowered or they can take up arms or something else entirely. The choice is theirs, I just created the environment and conflict.
Another big thing I learned from White-Wolf and then turned it up to 11 is the way I handle XP. End 10-15 min early and ask the players
1. Scale of 1-3 how well did you roleplay your character? Did you have a different voice or way of speaking, etc?
2. What did you or your character learn this session?
3. Did you include another player?
4. Did you do something heroic?
5. Is there anything else you should get XP for?
Base XP on that, like I may give 500-1500 XP for question 1 and 500 XP for every other question plus a bonus 100 XP for each roleplaying scene or awesome thing I thought the player did that session.
[edit] this gets your player thinking about what they did each session as well as putting their XP in their own hands to some extent. Don't worry about if someone levels up a bit faster, it will just get the players to put in more effort each session so everyone can walk away with max XP. And don't just hand it out cus they said so, challenge them, you have veto power but dont go against the group just make them realize rolling dice doesnt count as roleplaying unless the group as a whole is ok with that.
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