Mercurius
Legend
I like to be surprised by the unfolding events of the game when I'm behind the screen and I use a tremendous amount of random generation, so I suggest you take a good hard look at the Mythic GM Emulator. I'm pretty impressed by it.
You know I've had the PDF of this for years and never really taken a look through. I just printed it out and will give it a browse. Thanks for the reminder!
I also want to do something similar to what you're describing, but I think it will require at least double the time you're willing to invest.
Yeah, I know. I don't want to sacrifice the sandbox theme, so in some ways I could re-phrase my question and ask "What are ways to minimize preparation in a largely sandbox setting?"
I just spent a couple hours working on a summary document of the setting and it got me re-inspired. It may be that if I keep on feeling inspired I can carve out the time and dedicate 2-3 hours a week...that's my goal, at least. I guess I'll have to cut down on stuff like online forums!
At the outset, get a pre-published setting but don't read every detail regarding the geography. Then pick a spot at random and place the PC's in the nearest town. Then read everything you can regarding the area within a 30 to 50 mile radius....
SNIP
All excellent advice, and a lot of what I've already been doing (especially the "draw a card" approach in terms of adventure hooks).
I don't want to use a pre-published setting, however, but I collect settings and can use ideas from them to fill out my own world.
The Ultimate Toolbox should be quite useful at providing tables for details on the fly. You could also look at the Game Mastery Guide from Paizo which also has tables and such that can help with details on the fly. The PDF version is quite affordable if you wanted to go that route and you don't necessarily have to be playing Pathfinder for it to be useful.
How would you compare the two books? And what does Gamemastery Guide have that the Ultimate Toolbox or, say, various editions of the DMG not have?
I would also still keep a supply of short modules on hand and a passing familiarity with what is in them. Then you can drop them in as events unfold and if you find yourself needing a small dungeon, temple, etc. You might have to rip out a lot of the backstory from the module and adapt what is currently happening in your campaign to the module. But once you get good at that they can be quite the time saver, you just have to get comfortable with adapting on the fly which takes practice.
Good idea and this is also where books like Dungeon Delve and Open Grave come in handy.
This can be tricky as DMs tend to be one step ahead of the players. But my suggestion would be to start by throwing some hooks and interesting NPCs out there for the characters to interact with. Then let their decisions help mold the direction of the game and lead you to the areas that will get further detailed.
True. But as you say, the sense of the unknown can come from filling out the setting based upon what decisions the PCs make.
Something I've done that players have really enjoyed is giving them a little bit of "DM Power." In other words, let the players create the world with you. In my case, I often invite them to take the narrative reins for a bit (within a few guidelines), especially when it's related to their characters. This requires being comfortable with improvisation and conveying important information through characters and dialogue.
This trick has many permutations, but I think that my personal favorite is called "The Mountain Witch trick."
This is a good idea although maybe not best for this campaign. I could see doing this with a group of experience, serious players. My group is mainly comprised of 30-40-somethings that "used to play in high school," only one or two of whom have played in the last decade or so, and mainly pre-3E.
It's kind of a long term solution, but you should teach your students the game and give them an assignment to write short adventures for you.
Just to clarify, my game group is not comprised of students. I've thought of running a game for/with students but just don't have the time.