Sandboxing in Sharn - what do I need to prepare?

Storminator

First Post
In our next session our game is moving to Sharn. I've decided to throw the game open, and essentially run a sandbox. I've never run a true sandbox so I'm looking for advice.

Particularly, what should I have prepared to keep the game moving on my end? If the PCs bog down in indecision that's their issue, but I want to make sure they aren't spending much time waiting on me to figure things out.

I have (or will by game day)
  • some kickoff motivations for PCs
  • lists of names to assign to NPCs as needed
  • maps for the PCs (not just the players)
  • a strong grasp of the geography of Sharn
  • a moderate grasp of potential opposition
  • a couple of "kick in the door" enemies

So what should I add to my toolkit?

PS
 

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First of all, do your players Want to sandbox?

Second, get even more familiar with Sharn's geography and its districts. Then...

Pre-made destinations. You don't need to come up with or look up the name of an Inn/tavern, have it ready to go. Same with whatever likely locations they will seek out (like a magical item shop). If you have a good idea that "They will likely go there", then have something prepped.

Pre-made NPCs. Like the above, these are the faces of these locations. IF you have a group who wants to Steal stuff, you need a Fence. Have a street urchin ready to go, etc. Were I you, I'd have at least 1 named NPC ready to go for each district that you anticipate the PCs will drop in on. At least half of those should have hooks.

At he end of each session, make sure the players tell you where they plan to go next. That way it gives you some idea of what to prep for the next session.
 

Each PC should have:
- An immediate motivation
- A long-term goal
- A trusted ally
- An untrustworthy ally
- A nemesis
- A favorite bar
- Somewhere he's been kicked out of

Each neighboorhood in Sharn should have
- Three taverns (no more than name and one sentence description)
- One stereotypical NPC (a dragonhouse heir for Dragon Towers, a Cyran refugee for Highwall)

The PCs as a whole should have:
- A base of operations
- A contact for new jobs

You should have (not right away, but soon) "kick in the door" NPCs for:
- Dark Lanterns
- Houses Thuranni, Deneith, Cannith, Phiarlan and Tarkanan
- Darguun hobgoblins
- Droaam agents of the Daughters
- Church of the Silver Flame
- Emerald Claw
- Inspired agent
- Lord of Blades' devotee
- Karrnathi agent
 


If you haven't done so already, get a hold of the 3.5e sourcebook, Sharn: City of Towers. Its got plenty of stuff that still be used in a 4e game and would be invaluable to what you're trying to do.
 

Vornheim is a good supplement. There's some 4E stuff in there, too. I think you can still get it for 2 bucks.

I would come up with a few places of interest - things that the players should find interesting. Then I'd make Quests for those places and let the players choose which ones they want to do.

On the Quest cards I'd state what level it was, then design the encounter areas based on that level. Let the players choose from a number of different Quest levels, from party level -1 to party level +4. I've found that simply knowing the level of an area or Quest means that I can ad-lib most everything effectively, and if the players know the level it means they can choose their own level of risk and reward.

One key point is that you need to assign treasure by Quest level, not party level.
 

Very yes, especially to Klaus' suggestions! One thing to think about that might make things a little more fluid is to pick up the indie rpg Technoir, replace tech with magic (which is sort of how Eberron works anyway), build a Sharn transmission, and run the game as a plot web in Technoir's style. (seriously, it'll make sense if you read it).

Alternatively, you could just build factions. Groups in the city that have resources they use toward certain goals, and maybe some representative NPCs. As play starts to focus on a particular faction, start fleshing out its internal politics (which the PCs can exploit) and maybe build some combats when/if the PCs make the faction an enemy.

The key with a sandbox is to only make what you need. I like the idea of a few "kick in the door" NPC groups, but just make sure that it makes some kind of sense for them to kick in the door on the PCs.
 

good replies. It's been said but I want to emphasize:

The need a "home base" and you need to give them a reason to make them comfortable there. If they have a home base, they will start to feel connections to the city and get grounded, allowing them to venture into other areas of the city with less uncertainty.

With this in mind, have a variety of reasons why a NPC might be extra kind/welcoming to the PC's. One example: maybe a magic shop that just got ripped off on a bad trade only minutes before the PC's entered. The PC's likely want to buy something too expensive, but if they help the owner get justice/revenge (get the item back, cut off a hand, etc), she'll give them a special deal. After this takes place, she might offer them a room in her small inn just around the corner. They feel connected.
 

If you can find them somewhere, a set or two of the Arcane Towers Dungeon Tiles are perfect for a Sharn campaign, especially if your PCs investigate a tower that you haven't prepared ahead of time.
 

good replies. It's been said but I want to emphasize:

The need a "home base" and you need to give them a reason to make them comfortable there. If they have a home base, they will start to feel connections to the city and get grounded, allowing them to venture into other areas of the city with less uncertainty.

They jumped right at this as soon as they got there.

They arrived by Lightning Rail, met the various people that take advantage of tourists, and hired a guide. The group is goblins, so they headed to Malleon's Gate by walking thru various districts. The Sharn book as some nice boxed text for each district, so I read those as they walked along. They have already taken a shine to the Fallen and the local lunatics.

They brought a hundred or so goblins with them, with the intent to 1) establish a new colony for the clan 2) research topics at Morgrave University and 3) overthrow all the gods. But for right now they've met the "governor" and started to secure jobs and lodging for their clans. They have some ideas about starting a church since they are leading a cult. They also decided to start a race/religious war with warforged of the Becoming God on their first day in town.

I don't think DMing this bunch is going to be that hard. . .
 

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