AnotherGuy
Hero
This is what I have found works for my table's sandbox campaign...after many many years of fumbling
The Setting
Select a setting (imagined or established) and have a map of it
The setting could be undergoing change (have 1 or more AP's/modules occurring concurrently)
Introduce a Clock mechanised or via date where something from the AP's/modules will happen.
Through the fiction communicate that Clock and its effects to the PCs.
The Characters
Flesh them out i.e. encourage write-ups not just backgrounds but additional prose, asks questions, expand on the mechanised or non-mechanised character alignment/beliefs/ties/desires/flaws etc
Build a reward system that feeds into the character alignment/beliefs/ties/desires/flaws so it encourages that style of play
Be ever mindful of the above to create tension and to bring it to the fore
Become a fan of the characters
System
Select a system that works for what you are trying to achieve, and if need be tailor it, with the input of the players.
They need to become a fan of the homebrew system they are using so include them in the discussion.
And you can homebrew after session 0, you are not limited to communicating once-off. That mentality should be ever present.
It is a campaign so it is for the long haul, things are going to change, they may have to.
Always get input from the table with regards to adhoc rulings that may need to be made
Introduce to your players interesting techniques/tools from other RPGs for specific scenarios
Introduce free-form narrative play for specific scenarios
The latter two help keep things fresh and engaging and can be just as much fun as a cool engaging NPC.
Do not be afraid to inject player facing mechanics.
Agency
If you're selecting a Sandbox campaign you already are moving towards giving the players more agency in the game
You can increase this Agency, and you can start small, by letting them
(a) describe a killing blow they made, the horse they acquired, the magical item they found...etc
(b) design a long-time friend, downtime contacts/acquaintances in the city, an organisation they belong to
(c) craft, steer them towards the rules the table has established for internal consistency
Let the players steer the direction of the game
If they ignore the overarching plot, you can still have fun with its effects on the setting via the Clock system.
Prep
Know your NPCs (monsters too)
Do not introduce a module/AP as it comes out, wait months, preferably years later so you can scour the web for ideas and experiences from others, they are a tremendous help AND inspiration. This cannot be overstated!
Read just enough of the module/AP to get you by for the session, because it is sandbox play - things will change, and it often does.
As an aside: If there is likely to be no combat in the session, make sure you engage the combat-enthusiast in the group in other ways that requires their participation.
Finally, the best though for me is when you have great table governance which ensures that the table checks each other's math and knowledge and in particular story narration in shaping the shared fiction to ensure internal consistency.
The Setting
Select a setting (imagined or established) and have a map of it
The setting could be undergoing change (have 1 or more AP's/modules occurring concurrently)
Introduce a Clock mechanised or via date where something from the AP's/modules will happen.
Through the fiction communicate that Clock and its effects to the PCs.
The Characters
Flesh them out i.e. encourage write-ups not just backgrounds but additional prose, asks questions, expand on the mechanised or non-mechanised character alignment/beliefs/ties/desires/flaws etc
Build a reward system that feeds into the character alignment/beliefs/ties/desires/flaws so it encourages that style of play
Be ever mindful of the above to create tension and to bring it to the fore
Become a fan of the characters
System
Select a system that works for what you are trying to achieve, and if need be tailor it, with the input of the players.
They need to become a fan of the homebrew system they are using so include them in the discussion.
And you can homebrew after session 0, you are not limited to communicating once-off. That mentality should be ever present.
It is a campaign so it is for the long haul, things are going to change, they may have to.
Always get input from the table with regards to adhoc rulings that may need to be made
Introduce to your players interesting techniques/tools from other RPGs for specific scenarios
Introduce free-form narrative play for specific scenarios
The latter two help keep things fresh and engaging and can be just as much fun as a cool engaging NPC.
Do not be afraid to inject player facing mechanics.
Agency
If you're selecting a Sandbox campaign you already are moving towards giving the players more agency in the game
You can increase this Agency, and you can start small, by letting them
(a) describe a killing blow they made, the horse they acquired, the magical item they found...etc
(b) design a long-time friend, downtime contacts/acquaintances in the city, an organisation they belong to
(c) craft, steer them towards the rules the table has established for internal consistency
Let the players steer the direction of the game
If they ignore the overarching plot, you can still have fun with its effects on the setting via the Clock system.
Prep
Know your NPCs (monsters too)
Do not introduce a module/AP as it comes out, wait months, preferably years later so you can scour the web for ideas and experiences from others, they are a tremendous help AND inspiration. This cannot be overstated!
Read just enough of the module/AP to get you by for the session, because it is sandbox play - things will change, and it often does.
As an aside: If there is likely to be no combat in the session, make sure you engage the combat-enthusiast in the group in other ways that requires their participation.
Finally, the best though for me is when you have great table governance which ensures that the table checks each other's math and knowledge and in particular story narration in shaping the shared fiction to ensure internal consistency.
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