GlassJaw
Hero
This is a great thread. I've been contemplating running a sandbox campaign for a while now and getting a handle on various plots has definitely been something I've been trying to figure out.
From what I've been reading, it seems that in a sandbox campaign, the players' motivations is almost more important than in a traditional campaign since there are choices. For example, in an Adventure Path, there is essentially an unspoken agreement between the players and DM to follow the leads that are presented.
So I'll pose a question:
In a sandbox campaign, do you think it's bad to tailor plots to the characters, and in some respect, the players themselves?
One idea I've been toying with is instead of having each player create backgrounds for their characters at the start of the campaign (my group is very beer & pretzels, kick in the door), I'll simply ask them what their character's motivation is for adventuring.
I figure that way, it will give me a leg up in planting rumors and adventure seeds that they will be interested in.
For example, our current party is very neutral. While no one is evil (well, one guy is borderline
) there's only one "good" character. We will go after the bad guys but sometimes it's a tough sell.
If I'm creating a sandbox campaign for these characters, I can't assume that they will always help the little old lady across the street. I have to cater to their greed.
That doesn't mean I can't present choices to them that do involve going after the bad guys. If they continuously choose to ignore obvious threats, it may come back to bite them.
Thoughts?
From what I've been reading, it seems that in a sandbox campaign, the players' motivations is almost more important than in a traditional campaign since there are choices. For example, in an Adventure Path, there is essentially an unspoken agreement between the players and DM to follow the leads that are presented.
So I'll pose a question:
In a sandbox campaign, do you think it's bad to tailor plots to the characters, and in some respect, the players themselves?
One idea I've been toying with is instead of having each player create backgrounds for their characters at the start of the campaign (my group is very beer & pretzels, kick in the door), I'll simply ask them what their character's motivation is for adventuring.
I figure that way, it will give me a leg up in planting rumors and adventure seeds that they will be interested in.
For example, our current party is very neutral. While no one is evil (well, one guy is borderline

If I'm creating a sandbox campaign for these characters, I can't assume that they will always help the little old lady across the street. I have to cater to their greed.
That doesn't mean I can't present choices to them that do involve going after the bad guys. If they continuously choose to ignore obvious threats, it may come back to bite them.
Thoughts?