{"id":20288,"date":"2020-04-21T07:00:09","date_gmt":"2020-04-21T12:00:09","guid":{"rendered":"http:\/\/www.d20radio.com\/main\/?p=20288"},"modified":"2020-04-17T15:11:19","modified_gmt":"2020-04-17T20:11:19","slug":"thats-how-i-roll-an-ode-to-the-sandbox","status":"publish","type":"post","link":"https:\/\/www.d20radio.com\/main\/thats-how-i-roll-an-ode-to-the-sandbox\/","title":{"rendered":"That&#8217;s How I Roll: An Ode to the Sandbox"},"content":{"rendered":"<p><em>Welcome to &#8220;That&#8217;s How I Roll,&#8221; my new column about anything and everything related to tabletop RPGs, seen through the lens of my personal gaming experience. For my first article, I decided to share my thoughts on sandbox campaigns in RPGs; in the future, you may see GM tips and tricks, lists of helpful RPG software and resources, RPG reviews, flash-fiction-turned-RPG-scenarios, or perhaps something else entirely. I&#8217;m looking forward to bringing you new ideas and content every Tuesday, and I hope you\u2019ll read along!<\/em><\/p>\n<p>I love sandbox campaigns. After years and years of playing and GMing, I\u2019ve realized that the only campaigns I\u2019ve consistently enjoyed participating in are ones that follow a sandbox model rather than a planned one. Now, I want to state up front that there\u2019s no wrong way to structure a roleplaying campaign, as long as everyone is having fun. I don\u2019t want anyone to think that I hate planned campaigns or that I judge people who enjoy them negatively. Planned campaigns can be a lot of fun, assuming you have the time and inclination to do the work and preparation required. I should probably also state that I recognize that a planned campaign doesn\u2019t mean that you have to plan everything upfront, or that there\u2019s no way for the narrative to change during the course of play; I only use the term \u201cplanned campaign\u201d in order to distinguish it from what I consider to be \u201csandbox campaigns.\u201d With that out of the way, let\u2019s talk a bit more about sandbox gaming.<\/p>\n<p>I define sandbox campaigns as a particular type of gaming with three defining characteristics. They are:<\/p>\n<ol>\n<li>The GM presents situations, not plots.<\/li>\n<li>The PCs drive the narrative<\/li>\n<li>The world operates independently of the PCs.<\/li>\n<\/ol>\n<p>Let\u2019s examine each of these points\u00a0in turn.<\/p>\n<h2>The GM Presents Situations, Not Plots<\/h2>\n<p>Tell me if this sounds familiar: Princess Clich\u00e9, the daughter of King Moneybags, is kidnapped by the evil wizard Baddude and locked away at the top of his tower. The king charges the PCs with rescuing the princess, and so they must storm the wizard\u2019s tower, defeat Baddude and his minions, and bring Clich\u00e9 back to Moneybags.<\/p>\n<p>On the surface, there\u2019s nothing wrong with the scenario above. In fact, it could make a very fun and exciting adventure for the right group of players. However, it also makes a lot of assumptions about the PCs\u2019 desires and motivations, and the way the narrative will unfold. First off, it requires that the PCs will be inclined to take interest in the kidnapping at all \u2013 even if rewards and threats are presented, that\u2019s hardly a foolproof guarantee. Another assumption this makes is that the PCs will go in guns ablazing, mowing through enemies left and right until they finally get to the wizard and have an epic battle. That\u2019s one possible strategy, but a creative party might come up with many other alternative methods to accomplish their objectives, like negotiating for the princess\u2019s release or bypassing the enemies by scaling the tower. Do you really want to deny your players the opportunity to come up with their own plans? Alternatively, do you really want to plan out separate adventures with challenges tailored to each of the possibilities above? Hats off if you do, but I personally don\u2019t have and don\u2019t want to spend that kind of time and effort.<\/p>\n<p>So, what\u2019s the alternative? <em>Present situations, not plots.<\/em> What this means in practical terms is that a GM should come up with interesting situations\/hooks that the PCs <em>could<\/em> decide to get involved in, but let it be <em>their choice<\/em>\u00a0\u2013 don\u2019t force it. This means that if the\u00a0players don\u2019t seem interested in the kidnapping plot, don\u2019t force the issue. Let the situation play out naturally. There will be plenty of opportunities in the\u00a0future\u00a0to present new\u00a0hooks to your players.\u00a0On the other hand, you\u00a0probably should\u00a0have some idea of what a fight in the wizard\u2019s tower would look like, or what challenges there might be in trying to scale the tower, but there\u2019s no need to map the entire adventure out around any\u00a0or all of those particular scenarios.\u00a0Not only will this give your players more narrative and creative freedom, but it also means that when the characters choose to pursue a particular hook, it\u2019s because\u00a0<em>they\u00a0are\u00a0interested and buying into\u00a0what\u2019s happening<\/em>. That alone is\u00a0a godsend for any GM who has struggled to keep their players interested and invested in their campaign; it also has the added benefit of playing into the second defining feature of a sandbox campaign, namely that\u00a0<em>the PCs drive the narrative<\/em>.<\/p>\n<h2>The PCs Drive the Narrative<\/h2>\n<p>As a GM, I have repeatedly been in a situation where I\u2019m just not sure what sort of situation or plot hook to offer my players. Will they be interested in dungeon-crawling for treasure? Would they want to negotiate peace between two warring tribes so they can face an even greater threat together? Sometimes I\u2019m feeling uninspired and just can\u2019t think of any ideas at all. In a sandbox campaign, this isn\u2019t a problem, because the <em>PCs drive the narrative<\/em>. All you have to do is sit back, and let them decide where they want to go and what they want to do. They want to slay a dragon? Cool, feed them rumors about the dragon\u2019s lair in the caves to the West. They want to start up a valuable fur-trading venture in a remote town? Sure, why not, but now they\u2019ll either need to go hunt for furs in the haunted forest, and\/or do a job for the capital city\u2019s merchants&#8217; guild to get access to their wares.<\/p>\n<p>As you have probably realized, this\u00a0type of campaigning does comes\u00a0with a\u00a0couple caveats. First,\u00a0it requires that the PCs have to be proactive in making decisions about what they want to do. They can\u2019t just sit on their butts expecting someone to burst through the door\u00a0and offer them a\u00a0quest while showering them with gold and equipment. If they want adventure and rewards, they have to go out there and seek it! Secondly, the GM either has to be ready to improvise when the PCs come up with an unexpected plan, or to ask your players for more time to prepare for their new course of action. Sometimes the GM can devise convenient excuses to delay a particular action and even turn it into a new hook\u00a0\u2013 sure, you can go explore the Frozen North that I have in no way mapped out or planned yet, but you\u2019ll need to complete a quest for the guards at The Wall before they\u2019ll let you cross through. In my experience, dealing with these\u00a0constraints are more than worth it in the end; not only does the GM save time planning and preparing a sequence of adventures, but the players are almost assuredly going to be invested in what\u2019s happening. After all, they\u2019re the ones who decided to explore the Frozen North to begin with! And finally, all this leads us to the third defining feature of a sandbox campaign: <em>the world operates independently of the PCs<\/em>.<\/p>\n<h2>The World Operates Independently of the PCs<\/h2>\n<p>Remember that time when the wizard kidnapped the princess, but the party decided not to get involved? Oh well, I guess the princess will just wallow in misery at the top of that tower forever. Except, of course that won\u2019t happen! If the PCs decline the quest, the king won\u2019t just shrug it off and let his daughter rot. Maybe he\u2019ll hire another (NPC) hero\/party, and they\u2019ll get all the glory and riches. Maybe he\u2019ll be furious at the PCs for their heartlessness, and vow to spend the rest of his days hunting the PCs down in vengeance. Maybe the wizard decides to sacrifice the princess in a dark ritual to unleash doom upon the land, and now the players have to deal with the aftermath.<\/p>\n<p>The point is, just because the PCs decide not to get involved with something doesn\u2019t mean that nothing happens. A sandbox campaign entails creating a living world, and that world keeps on turning whether the PCs like it or not. Everything the PCs do (or don\u2019t do) should have consequences that shape the people, places, and events of the world. This is essential, because if there are no consequences to their actions, then the PCs won\u2019t feel like their actions make a difference; if they feel like their actions don\u2019t make a difference, then they aren\u2019t going to be as motivated to engage with and drive the narrative; if they aren\u2019t actively driving the narrative, it makes it much more difficult to present them with situations to pursue, and without situations to pursue the campaign will get boring or fall apart completely. To that end, whenever you\u2019re thinking up situations to present to the PCs, always ask yourself what the consequences of inaction, success, and failure are. That way, regardless of their response to the situation or the final outcome, you have an idea of what will happen next, and what new situations will arise that you can present to your PCs. And thus the cycle will continue (and hopefully much fun will be had) until the GM and the players decide it\u2019s a good time to stop.<\/p>\n<h2>Final Thoughts<\/h2>\n<p>Sandbox campaigns are a lot of fun. They do require their own sort of planning and preparation, but in general it\u2019s much less time-consuming than the sort of prep that goes into a planned campaign. They encourage player engagement, they\u00a0allow\u00a0the PCs to make meaningful choices, and\u00a0the resulting narrative can surprise everyone at the table\u00a0\u2013 including the GM!\u00a0I hope you\u2019ll consider running or playing in a sandbox campaign if you haven\u2019t or aren\u2019t already. At the very least, I hope I\u2019ve given you a deeper appreciation and understanding of sandboxing, even if you think you may still prefer planned campaigns.<\/p>\n<p>Happy gaming, and see you next week!<\/p>\n<p><em>Do you have thoughts or questions about the article or suggestions for future content? Leave a comment below or drop me a line at jtdimino@d20radio.com<\/em><\/p>\n","protected":false},"excerpt":{"rendered":"<div class=\"mh-excerpt\"><p>Welcome to &#8220;That&#8217;s How I Roll,&#8221; my new column about anything and everything related to tabletop RPGs, seen through the lens of my personal gaming <a class=\"mh-excerpt-more\" href=\"https:\/\/www.d20radio.com\/main\/thats-how-i-roll-an-ode-to-the-sandbox\/\" title=\"That&#8217;s How I Roll: An Ode to the Sandbox\">[&#8230;]<\/a><\/p>\n<\/div>","protected":false},"author":1599,"featured_media":20264,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_ef_editorial_meta_date_first-draft-date":"","_ef_editorial_meta_paragraph_assignment":"","footnotes":""},"categories":[25,875,2757],"tags":[584,61,26,2772],"class_list":["post-20288","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-ask-a-gamer","category-ask-a-gm","category-thir","tag-campaign-planning","tag-gm-advice","tag-rpg","tag-sandbox-gaming"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.4 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>That&#039;s How I Roll: An Ode to the Sandbox - d20 Radio<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/www.d20radio.com\/main\/thats-how-i-roll-an-ode-to-the-sandbox\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"That&#039;s How I Roll: An Ode to the Sandbox - d20 Radio\" \/>\n<meta property=\"og:description\" content=\"Welcome to &#8220;That&#8217;s How I Roll,&#8221; my new column about anything and everything related to tabletop RPGs, seen through the lens of my personal gaming [...]\" \/>\n<meta property=\"og:url\" content=\"https:\/\/www.d20radio.com\/main\/thats-how-i-roll-an-ode-to-the-sandbox\/\" \/>\n<meta property=\"og:site_name\" content=\"d20 Radio\" \/>\n<meta property=\"article:published_time\" content=\"2020-04-21T12:00:09+00:00\" \/>\n<meta property=\"og:image\" content=\"https:\/\/www.d20radio.com\/main\/wp-content\/uploads\/2020\/04\/THIR-Logo.jpg\" \/>\n\t<meta property=\"og:image:width\" content=\"799\" \/>\n\t<meta property=\"og:image:height\" content=\"599\" \/>\n\t<meta property=\"og:image:type\" content=\"image\/jpeg\" \/>\n<meta name=\"author\" content=\"J.T. 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