Halivar
First Post
I mean in the implementation, not the high-level design goals. What would you expect from a sandbox that is not delivered by an AP, and how would you expect a published sandbox adventure to be laid out? Are there any examples of published sandboxes? (I can't think of any, but I am also not well-versed in ye olde modules of yore).
Here are some things I'm having trouble with in sandbox design:
The introduction: How railroady is too railroady? Is it ok to open with a framing story like "You guys are on your way to meet King Soandso who as a secret task for you. You were intrigued so here you are," or is that too contrived? I guess I'm asking, what is the best way to get the players moving in a direction, any direction? In previous sandboxes players have complained that they simply didn't know what to do next.
Player vs monster level: This is much less of a problem in 5E than in 4E, but how do you plan appropriately balanced encounters in a sandbox when you don't know when or how players will tackle them? Or is this a feature of the sandbox, that players will run into things that can TPK them? Or that they'll run into encounters they can steamroll? I don't like the Oblivion/Skyrim "monsters are always your level" play that 4E pretty much required (or you were forced to run linear adventures, which is what I want to step away from), but I don't have an answer for the level disparity problem (if, indeed, it even is a problem).
The conclusion: When is a sandbox adventure over? My players are a big fan of free agency, but they are equally big fans of story, including the climax, the denouement, and the eventual end. But in a sandbox it seems like the ending is a lot more ambiguous, and more so the number of open threads you have going on. One thought I had was having all extant story threads funnel into one overarching epic, with all the foes they have fought along the way being pawns of one BBEG, but perhaps that's been done to death? Contrived? I don't know.
Player paralysis: With no big sign saying "go here, do this" my players are apt to scratch their heads and say, "I dunnow." And I by no means blame my players. I don't really think I'm that great of a DM, so I am either laying too subtle clues or I'm over-complicating my stories. I think it was Angry DM who once said to me on Twitter that even having a story (and I might be grossly oversimplifying or wildly misinterpreting what he meant) meant I was tacitly railroading my players. If that's the case, is player paralysis a function of their expectation that I have a trail for them to always follow? How do you instigate player action that more organically generates adventure?
Setting material: In no event has a player ever read any material I have ever written for an adventure. So is it a waste of my time? Is it still any good for internal consistency? Is internal consistency even necessary for player immersion? When you read a published campaign setting or sandbox adventure, do you as a DM actually read things like calendars, historical timelines, and exhaustive breakdowns of churches and factions? Do such things enhance sandboxes and where is the line that you've written too much?
I think I had more, but maybe this post has gone on too long already.
Here are some things I'm having trouble with in sandbox design:
The introduction: How railroady is too railroady? Is it ok to open with a framing story like "You guys are on your way to meet King Soandso who as a secret task for you. You were intrigued so here you are," or is that too contrived? I guess I'm asking, what is the best way to get the players moving in a direction, any direction? In previous sandboxes players have complained that they simply didn't know what to do next.
Player vs monster level: This is much less of a problem in 5E than in 4E, but how do you plan appropriately balanced encounters in a sandbox when you don't know when or how players will tackle them? Or is this a feature of the sandbox, that players will run into things that can TPK them? Or that they'll run into encounters they can steamroll? I don't like the Oblivion/Skyrim "monsters are always your level" play that 4E pretty much required (or you were forced to run linear adventures, which is what I want to step away from), but I don't have an answer for the level disparity problem (if, indeed, it even is a problem).
The conclusion: When is a sandbox adventure over? My players are a big fan of free agency, but they are equally big fans of story, including the climax, the denouement, and the eventual end. But in a sandbox it seems like the ending is a lot more ambiguous, and more so the number of open threads you have going on. One thought I had was having all extant story threads funnel into one overarching epic, with all the foes they have fought along the way being pawns of one BBEG, but perhaps that's been done to death? Contrived? I don't know.
Player paralysis: With no big sign saying "go here, do this" my players are apt to scratch their heads and say, "I dunnow." And I by no means blame my players. I don't really think I'm that great of a DM, so I am either laying too subtle clues or I'm over-complicating my stories. I think it was Angry DM who once said to me on Twitter that even having a story (and I might be grossly oversimplifying or wildly misinterpreting what he meant) meant I was tacitly railroading my players. If that's the case, is player paralysis a function of their expectation that I have a trail for them to always follow? How do you instigate player action that more organically generates adventure?
Setting material: In no event has a player ever read any material I have ever written for an adventure. So is it a waste of my time? Is it still any good for internal consistency? Is internal consistency even necessary for player immersion? When you read a published campaign setting or sandbox adventure, do you as a DM actually read things like calendars, historical timelines, and exhaustive breakdowns of churches and factions? Do such things enhance sandboxes and where is the line that you've written too much?
I think I had more, but maybe this post has gone on too long already.
