steeldragons
Steeliest of the dragons
Lots a good suggestions here. I would concur that it is more heavily reliant on the GM to do (set up and maintain) well. But, at the same time, it is "light" set up since you are leaving the directions and outcomes to the players.
I would start with a "hex" worth of a local map. The immediate/starting location and the immediate (within 1-3 days' travel) worth of the surrounding environs. The space that a) if they are from there, the PCs will be well acquainted with and/or b) if they aren't from there can easily find out about (with reasonable accuracy and detail) from locals.
Someone else mentioned "3" plot hooks, and that has always been my practice as well. Start out with 3 possible locations/adventure plot hooks. Have a general idea of what the potential adventures, associated NPCs and monsters/problems, are for each of those 3 places.
Set up a list of of rumors if the PCs are going to be interacting/asking questions. [*SANDBOX TIP: Even if they don't, keep this list for other times/places. In short order, after say 3-5 different locales, you'll have notes of ready made rumors you can use in any location.] I would think 10 is sufficient (maybe even less if it's a small or insular locale). Half of those 10 are related somehow to what you've written. Half of those (1/4 of the total 10) should be inaccurate/false. The other quarter is worthwhile/helpful info. The other 1/2 of 10 are totally made up/false. Though, sometimes, turning something you'd intended to be untrue actually makes for a great adventure/story! If that's what the PCs want to follow, go for it!
I normally, to move the game along, will go with 2 "false starts". That is, if the PCs go off on 2 initially false leads, on the third one I just make that lead to somewhere I have prepared.
If the PCs take things in a different direction it's effortless to simply "move" the things you have notes on/prepared to accommodate their movements/locations and tie it in to whatever they are doing.*
[*SPECIAL NOTE/TIPS: and as a DM in a sandbox environment -every/any D&D except a flagrant railroad, I would say- you need to be prepared for this to happen at least 50-80% of the time. Accept that before you agree to sandbox play and you will avoid no end of disappointments.
SPECIAL NOTE II: moving where one of your prepared adventure hooks is is not to say "railroad the PCs"! They have no set outcome. They have no place they "have to go/be next". But use what you have worked out for your benefit, ease and speed of play/getting to the adventure part. I would not spend more than 30 mintues to an hour having the party chasing red herrings. In the beginning, it might get a few players trying to think/figure things out after a false lead or two. More than that and it just becomes aggrevation and boredom. Bad. Pacing and immersion are very important...again for any D&D I would say, but particularly in a sandbox.]
For example: You have set up the 3 hooks above. Don't force them to do anything. But there's no harm putting things in the party's way. For that reason in particular, I usually make -as part of my 3 "prepped" ideas- mobile: a wandering owlbear is in the area slaying livestock; a witch was seen flying over the Gobbler farm last night; a PC finds a platinum coin on the ground in the market place from the now fallen/former empire; ankhegs/bulette attack on day 3; etc...
I mean, obviously, if the PCs don't/won't leave town, you can't just plop a cairn in the town square [though sinkholes are a lovely way to introduce a dungeon/tomb/old forgotten city into an urban environment.] But the zombies from the cairn might start wandering around the homesteads outside of town at night. The necromancer seeking out the magical secret of the cairn is -turns out- the town mayor. Now you're having to deal with him and his constable (who doesn't know his true identity, just following orders) and their harrassment to get these "heavily armed trouble makers" out of town. The PCs are going to deal with them...or leave.
Point is, if Mondrago the Mage Mercenary won't go to the mountain, bring the mountain to Mondrago. In a sandbox, you can use what you have prepared, even [or especially] if it's not how you originally envisioned it being used.
Another tip, that kinda goes with the "players aren't going to always do what you think", do not plan out too far until the campaign is rolling. Keep notes as you go and don't be afraid to use them. Leads that were missed/not followed up on. Rumors that, maybe you didn't intend to use, but now have an idea of how to work in. Adventures that got started but then the party left alone/got sidetracked. Lends depth and immersion to the setting if things the PCs do actually are seen/remembered and have effect on the setting.
E.g.: The thief PC stole that sacred gem from the temple in Poortown and no one noticed. Now it's four months later and they're going back to Poortown -or even just the province that Poortown is in. "Hey, look! This poster kinda looks like us. That's Dashington and Madrigal. This bearded one's has a helmet like mine and Booster...Booster! What did you do!?"
As time goes on, and you expand out the setting in this direction and that, as you and the players become more familiar with their world and impact things in their world, making things up on the fly becomes easier. But notes are often necessary. Lots of hidden gems for fun and adventure and detail slip through the mental cracks easily.
SO, yes to pretty much everything you put in the OP. hahaha. Have a basic map. Have 3 possible plot hooks. Have 10 possible rumors. Take notes as you go. Be prepared to make things up and change things on the fly.
Sit back, let the players tell you what they're doing, and let the dice fall where they may.
Love, encourage, heavily recommend, and endorse sandbox play. My preferred mode of D&D.
I would start with a "hex" worth of a local map. The immediate/starting location and the immediate (within 1-3 days' travel) worth of the surrounding environs. The space that a) if they are from there, the PCs will be well acquainted with and/or b) if they aren't from there can easily find out about (with reasonable accuracy and detail) from locals.
Someone else mentioned "3" plot hooks, and that has always been my practice as well. Start out with 3 possible locations/adventure plot hooks. Have a general idea of what the potential adventures, associated NPCs and monsters/problems, are for each of those 3 places.
Set up a list of of rumors if the PCs are going to be interacting/asking questions. [*SANDBOX TIP: Even if they don't, keep this list for other times/places. In short order, after say 3-5 different locales, you'll have notes of ready made rumors you can use in any location.] I would think 10 is sufficient (maybe even less if it's a small or insular locale). Half of those 10 are related somehow to what you've written. Half of those (1/4 of the total 10) should be inaccurate/false. The other quarter is worthwhile/helpful info. The other 1/2 of 10 are totally made up/false. Though, sometimes, turning something you'd intended to be untrue actually makes for a great adventure/story! If that's what the PCs want to follow, go for it!
I normally, to move the game along, will go with 2 "false starts". That is, if the PCs go off on 2 initially false leads, on the third one I just make that lead to somewhere I have prepared.
If the PCs take things in a different direction it's effortless to simply "move" the things you have notes on/prepared to accommodate their movements/locations and tie it in to whatever they are doing.*
[*SPECIAL NOTE/TIPS: and as a DM in a sandbox environment -every/any D&D except a flagrant railroad, I would say- you need to be prepared for this to happen at least 50-80% of the time. Accept that before you agree to sandbox play and you will avoid no end of disappointments.
SPECIAL NOTE II: moving where one of your prepared adventure hooks is is not to say "railroad the PCs"! They have no set outcome. They have no place they "have to go/be next". But use what you have worked out for your benefit, ease and speed of play/getting to the adventure part. I would not spend more than 30 mintues to an hour having the party chasing red herrings. In the beginning, it might get a few players trying to think/figure things out after a false lead or two. More than that and it just becomes aggrevation and boredom. Bad. Pacing and immersion are very important...again for any D&D I would say, but particularly in a sandbox.]
For example: You have set up the 3 hooks above. Don't force them to do anything. But there's no harm putting things in the party's way. For that reason in particular, I usually make -as part of my 3 "prepped" ideas- mobile: a wandering owlbear is in the area slaying livestock; a witch was seen flying over the Gobbler farm last night; a PC finds a platinum coin on the ground in the market place from the now fallen/former empire; ankhegs/bulette attack on day 3; etc...
I mean, obviously, if the PCs don't/won't leave town, you can't just plop a cairn in the town square [though sinkholes are a lovely way to introduce a dungeon/tomb/old forgotten city into an urban environment.] But the zombies from the cairn might start wandering around the homesteads outside of town at night. The necromancer seeking out the magical secret of the cairn is -turns out- the town mayor. Now you're having to deal with him and his constable (who doesn't know his true identity, just following orders) and their harrassment to get these "heavily armed trouble makers" out of town. The PCs are going to deal with them...or leave.
Point is, if Mondrago the Mage Mercenary won't go to the mountain, bring the mountain to Mondrago. In a sandbox, you can use what you have prepared, even [or especially] if it's not how you originally envisioned it being used.
Another tip, that kinda goes with the "players aren't going to always do what you think", do not plan out too far until the campaign is rolling. Keep notes as you go and don't be afraid to use them. Leads that were missed/not followed up on. Rumors that, maybe you didn't intend to use, but now have an idea of how to work in. Adventures that got started but then the party left alone/got sidetracked. Lends depth and immersion to the setting if things the PCs do actually are seen/remembered and have effect on the setting.
E.g.: The thief PC stole that sacred gem from the temple in Poortown and no one noticed. Now it's four months later and they're going back to Poortown -or even just the province that Poortown is in. "Hey, look! This poster kinda looks like us. That's Dashington and Madrigal. This bearded one's has a helmet like mine and Booster...Booster! What did you do!?"
As time goes on, and you expand out the setting in this direction and that, as you and the players become more familiar with their world and impact things in their world, making things up on the fly becomes easier. But notes are often necessary. Lots of hidden gems for fun and adventure and detail slip through the mental cracks easily.
SO, yes to pretty much everything you put in the OP. hahaha. Have a basic map. Have 3 possible plot hooks. Have 10 possible rumors. Take notes as you go. Be prepared to make things up and change things on the fly.
Sit back, let the players tell you what they're doing, and let the dice fall where they may.
Love, encourage, heavily recommend, and endorse sandbox play. My preferred mode of D&D.