Mercurius
Legend
A few things to cover. First, my situation: I'm the lone DM in a group of 6-8 players (5-6 regulars, with one or two occasionals and one or two potentials). One other player is interested in occasionally DMing, but is at this point an "occasional" and hasn't committed to regular DMing...yet. We've been on a couple month hiatus through the summer because of hectic schedules and while everyone else's lives are going to settle down a bit into a pattern, mine is going to get busier (I work at a private high school and school is about to start back up). We still want to keep the game going at its every-other-week pace, but I'm facing the dilemma of how to make it work, specifically how to plan and prepare a campaign so that I have the time to do it and will enjoy doing it.
So my job is very busy; I am married with two children; and I am working on a novel...so I don't have a ton of spare time! I have the bare-bones of a campaign setting that we've been playing in, using mainly pre-published adventures with some heavy tweaking. And, of key importance, I want to incorporate more "sandboxing" into the game.
Due to time and the simple ease factor I've been relying upon pre-published adventures. Some of that is okay, but I want to incorporate more of a sandboxing vibe for a couple reasons: One, I think the players would enjoy it and are ready for a more interactive, self-directed approach; two, I get bored running pre-published adventures and would enjoy more spontaneity. What I'm going for is a sandbox campaign, or "ocean", with many pre-published encounter and adventure "islands."And this brings me to the heart of the matter...
To inspire me to keep going with this, I want to feel the sense of mystery and exploration as if I'm adventuring along with them. A sandbox campaign seems conducive to this, while pre-pubished adventures after pre-published adventures starts losing it. To put it another way, I don't want to know everything that they are going to face before they face it; I don't want to always know what's around that next corner or what lurks in the fetid swamp, or even who built the ruined keep on the rocky knoll overlooking the lake. I want there to be a sense of the unknown for me, as the DM.
I remember staying up late summer nights in high school with the Random Dungeon Generator in the back of the 1ed DMG and having a blast for hours. Sure, it was masturbatory dungeoncrawling, but it wasfun, and I was able to create an imaginary picture of what was going on, even some sense of back-story and plot. There was this marvelous synthesis of randomness generated through dice and tables and my own imagination.
You could say that what I really want is to be a player and not a DM, that I get my world-building and story-crafting craving out in writing my novel--and that is partially, even largely, true. But I do enjoy DMing and the bottom line is that until someone else is ready to step up and at least share DM duties, I'd rather be the only DM and have a game than not play at all. So I'm thinking that for me to gather the amount of inspiration and energy I need to DM for five hours every two weeks, given my busy schedule, I need some of that sense of adventure, wonder, and the unknown.
What I'm looking for, and what I'm asking of the kind and wise folks of ENWorld, is any and all of the following, or whatever else you can think of by way of suggestion, but these give you a starting point:
***Tools for Sandboxing, especially oriented around time-saving. Random encounter tables, tips for window dressing, even ways to generate random plot points and as-you-go adventures (I do own Ultimate Toolbox but have only briefly skimmed it).
***Ways to Invite Mystery and the Unknown into my experience, that is how to make DMing feel like I am exploring the unknown as well. This is the key to my whole post, really. I can do this for them, especially if I am feeling it. But how can I, as the DM, also have a sense of mystery and wonder and not know what is around the next corner? (This is the main reason why sandboxing is appealing to me).
Given my busy schedule, I can probably only put in a couple hours of planning a week on preparation. We play every other week, so let's say 2-5 hours of prep between sessions. Some weeks it is hard to even fit in a couple hours--I have to prioritize my writing in terms of creative time and energy--but I feel that I need to at least commit to two+ hours of prep between sessions to make it viable. What I am hoping is that I can find the tools so that those two hours don't need to be spent on the tedium of adventure design or crunching numbers (both of which I normally enjoy, but are too time-consuming to be able to indulge in), but instead can focus on developing the setting itself, as well as thinking more conceptually about adventure seeds and such.
Thanks for reading! I look forward to your replies.
So my job is very busy; I am married with two children; and I am working on a novel...so I don't have a ton of spare time! I have the bare-bones of a campaign setting that we've been playing in, using mainly pre-published adventures with some heavy tweaking. And, of key importance, I want to incorporate more "sandboxing" into the game.
Due to time and the simple ease factor I've been relying upon pre-published adventures. Some of that is okay, but I want to incorporate more of a sandboxing vibe for a couple reasons: One, I think the players would enjoy it and are ready for a more interactive, self-directed approach; two, I get bored running pre-published adventures and would enjoy more spontaneity. What I'm going for is a sandbox campaign, or "ocean", with many pre-published encounter and adventure "islands."And this brings me to the heart of the matter...
To inspire me to keep going with this, I want to feel the sense of mystery and exploration as if I'm adventuring along with them. A sandbox campaign seems conducive to this, while pre-pubished adventures after pre-published adventures starts losing it. To put it another way, I don't want to know everything that they are going to face before they face it; I don't want to always know what's around that next corner or what lurks in the fetid swamp, or even who built the ruined keep on the rocky knoll overlooking the lake. I want there to be a sense of the unknown for me, as the DM.
I remember staying up late summer nights in high school with the Random Dungeon Generator in the back of the 1ed DMG and having a blast for hours. Sure, it was masturbatory dungeoncrawling, but it wasfun, and I was able to create an imaginary picture of what was going on, even some sense of back-story and plot. There was this marvelous synthesis of randomness generated through dice and tables and my own imagination.
You could say that what I really want is to be a player and not a DM, that I get my world-building and story-crafting craving out in writing my novel--and that is partially, even largely, true. But I do enjoy DMing and the bottom line is that until someone else is ready to step up and at least share DM duties, I'd rather be the only DM and have a game than not play at all. So I'm thinking that for me to gather the amount of inspiration and energy I need to DM for five hours every two weeks, given my busy schedule, I need some of that sense of adventure, wonder, and the unknown.
What I'm looking for, and what I'm asking of the kind and wise folks of ENWorld, is any and all of the following, or whatever else you can think of by way of suggestion, but these give you a starting point:
***Tools for Sandboxing, especially oriented around time-saving. Random encounter tables, tips for window dressing, even ways to generate random plot points and as-you-go adventures (I do own Ultimate Toolbox but have only briefly skimmed it).
***Ways to Invite Mystery and the Unknown into my experience, that is how to make DMing feel like I am exploring the unknown as well. This is the key to my whole post, really. I can do this for them, especially if I am feeling it. But how can I, as the DM, also have a sense of mystery and wonder and not know what is around the next corner? (This is the main reason why sandboxing is appealing to me).
Given my busy schedule, I can probably only put in a couple hours of planning a week on preparation. We play every other week, so let's say 2-5 hours of prep between sessions. Some weeks it is hard to even fit in a couple hours--I have to prioritize my writing in terms of creative time and energy--but I feel that I need to at least commit to two+ hours of prep between sessions to make it viable. What I am hoping is that I can find the tools so that those two hours don't need to be spent on the tedium of adventure design or crunching numbers (both of which I normally enjoy, but are too time-consuming to be able to indulge in), but instead can focus on developing the setting itself, as well as thinking more conceptually about adventure seeds and such.
Thanks for reading! I look forward to your replies.