Please stop running “sandbox” games like this

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Many a game master claims to run sandbox games, but I'm not sure that word always means what they think it means. Today we look at how NOT to run a D&D sandbox game, and a way to run sandbox games that makes a lot more sense. And will probably deliver a more satisfying game experience for everyone, players and GM.

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"Never present a client with an option you can't live with." I learned this in web design. If you have two designs you like and you throw in some rushed third design to pad things out, then sure enough, that's what they pick. Every damn time.

RimeoftheAncientGamer
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Sand box requires MORE PREP; here is why
1) it’s a living world
2) there are factions and realms that have their own agenda and machinations
3) you have to set a specific goal or agenda that the players want to “do” in the campaign. This is ABSOLUTELY CRITICAL
4) you have to use consequences and have them noted and referenced often to use when things get a bit “well shit now what” this will happen no matter what you prepare or set up

donalddouds
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Players if you have accepted the plot hook, follow it the next session. AKA don't waste the DM's prep.

RottenRogerDM
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I run a lot of sandbox-ey games, and honestly for the "howw to start" problem, I've settled on having them start already on the first adventure -- which usually, nvolves them travellning to a place together, and running into trouble along the way.
It also works really well as a way to give the group a tutorial level to establsh any house rules, stylistic stuff, try out their character abilities, get some world familiarity from the NPCs they meet along the way, etc.
Once they get through the tutorial advenure, they have a bit of a sense of orientation in the world, know at least a couple NPCs, are in a location, and usually have come across a couple plot hooks or potential next adventures along the way. And then the sandboxy part actually starts. After the first adventure, which usually only lasts one or two sessions.

viciousrodent
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When starting a sandbox campaign I ALWAYS stress to the players to let me know what they are planing to do so I can do the needed work to make the game better for them. Open communication so important.

randallbaumgardt
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Running a sandbox right now, the trickiest thing is to know where to end the session. You need them to end with a plan for the next session, or you don't know what to prepare. For the rest, I don't know why people think sandbox games don't have a plot. They can have a lot of plot, you just don't know what direction the plot is going. That's dependant on the players.

chnijssen
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Things I’ve done in “sandboxes” include having the world map in mind and including NPC and villains in set points, nothing big, just “a dragon here” or “ohh lich tower” there. Maybe they get there, maybe they don’t.

Open with about 3-4 sessions worth of the “inciting incident “ in my open world the first thing that happened was finding a half elf girl who’d been kidnapped by demons and told that they need to get her home.

And of course, make the world feel alive. If they do X, then Y happens. (Two citystates in a cold war, both with pretty awful leaders, taking one down causes the Cold War to go hot)

chrisray
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I run an open world for my players. They specifically requested it, and didn't want to do some big story line. It's working great so far. They're creating their own stories, mostly by traveling from arena to arena, getting kicked out of cities, and being general menaces. It's relaxed and fun. Now I do have to prepare a bunch of stuff for the area, which only about 50% get used, but my players feel relaxed and happy to just muddle about. It certainly doesn't work for everyone, but for this group, it's been good.

ClarkyClark
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In one campaign I ran, they players all said they wanted a sandbox game. So I gave them a sandbox game. They couldn't figure out what they wanted to do. So I ditched the sandbox and just ran a normal campaign without telling them. They didn't notice.

SlinkyTWF
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I ran a sandbox game that was based on trading and kingdom building. It went from level 1 up through level 12. It was the longest campaign I ever ran. There was plenty of dungeon delving and I relied heavily on adventure modules to gives some semblance of structure.

themightypen
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as an old time dnd player and GM, you can absolutely run a game without a story through line. this gets into the whole debate of role playing vs roll playing. both have advantages and disadvantages. I am currently of the opinion that todays market is skewed heavily towards role playing, and I find myself craving a good roll playing experience.

marcbennett
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Making a sandbox isn’t about planning for every possibility. It is built on three main components: a populated world with an internal narrative and cool things in it, great random encounter lists, and the sensitivity to make the world respond to player choices.

hillerm
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First off this was a great sandbox video. It gives most game masters the basics of how to get started. I use many of these points and your video sets them out perfectly. I find sandbox games the best for players to feel they have freedom to do what they want when they want to do it. I have an entire world mapped out and have done a lot of prep work for the “major” areas. And when players head to an area without even an outline of how it is I then go to your steps that allow me to set it up. I usually have multiple adventures pre-prepped so I can throw them in the way that are short and allow me to flesh out the areas they ultimately want to get to and then I have a prepped area of my world waiting for them. Again great video. Anyone wanting to do a sandbox style game should see this

GameMasterDude
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I'm about to transition from an adventure module to more of a sandbox game. You always drop the video I need to see most when I'm starting to prep for my next game! Thanks!

linkatronic
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“Bwahahaha… Sand box means planning nothing? Bahahaha. Laddie, you have to plan for EVERYTHING in a Sandbox.”

Pre full listen- Sandbox is not the correct term. Emergent Storytelling.

relicapex
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Great video. It reminded about many mistakes I made myself trying to run "a sandbox"! Truly, lack of prep, over-prep and abundance of plot-hooks are "campaign killers".

sinistertwister
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I have been running open world for a while. Some simple tips I have are 1. Give your players a map, let them see the world, and plop down unlabeled interesting things on it, even if it would not make sense as an in universe map. Plan either multiple villains or villain lieutenants and have them act simultaneously in different places. It makes sure something is happening everywhere while avoiding the quantum ogre. Otherwise, set clear boundaries, talk to your players about where they wanna go, and let the world develop deeper as you go.

alphathewolf
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your videos have been super helpful to up my game as a dm, and helping me see I don't have to have it all figured out right away and there is some good humor to boot

dalecremeans
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1. Determine the campaign structure (clear, obvious plot hooks or points of interest, hex crawl?, a base or travelling, tone)
2. Create a home base or originating location (this includes NPCs)
3. Develop the surrounding world (map of the locale, filled with places to explore, factions that aren’t static and also take actions)
4. Create some plot hooks
1. Clearly explains what the problem is
2. Motivates the players
3. Tells where or how to get started
5. Create some adventures (schroedinger scenarios and specific points of interest with adventures from the beginning, with options)
6. Track time
7. Develop (or use) a random encounter table
8. Be prepared to improvise

Thinking_Substance
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From the title, I was worried, but I'm relieved that I have been doing exactly that for a few months now. I'm a little less stressed out for the upcoming game.

artagant