The Good Sandbox Thread [+]

Bedrockgames

I post in the voice of Christopher Walken
This is a thread started with the hope that we can converse about sandbox play without acrimony. The point is to talk about your successful sandbox campaigns. Just post about your campaigns, what tools you use, how you prep, etc. Let's try not to argue. If someone pops in and starts a debate, my advice is to ignore the post and just focus on sharing what makes your sandboxes so good. Also let's not debate what a sandbox is or if someone's campaign qualifies or doesn't. As long as people are sharing their campaigns let's keep the definition generous for any who want to participate

This is the first session of one of my Heavenly Fragrance Campaign, which I didn't put into the sidebar yet so you can't navigate all the entries (but they appear on the blog in order mostly). This is a campaign where the players wanted to start a business empire, so that became much of the focus

This is a sandbox I ran while I was running Heavenly Fragrance. Both used somewhat unconventional approaches to leaving and gaining abilities.

This is one of my more dramatic sandbox campaigns (I mix in approaches to sandbox some might not find standard).
 

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I liked this Matt Colville video about sandboxes. I like that he uses a few low-level published adventures to present starting options for the players to choose from. Then the other plots advance if they are not taken to make the higher level options and things evolve from there.

I remember that liking video when it came but can’t recall it in detail. This kind of technique is one that can be very helpful
 

I love a sandbox:
Give each pc a hook, or the party 3 hooks.
Plunk down an old decaying partial map and off you go!
Lots random tables. Highly recommend the Hex Hack, 😄
3 small dungeons ready to go.
A "safe" starting area, to later rest etc.
GM takes on board player suggestions, stuff the want to see, etc

Both my ideal thing to run or play.

Jacquays enchanted wood and Paul Vernon's Starstone two very classic examples
Have run Kingmaker twice.
 

I'm not sure this thread was strictly necessary, but okay.

I am currently running a sandbox with a strong inciting incident, mostly filled with short adventures from lots of different 5E sources. What I am finding to be a problem is that even short adventures give the PCs lots of XP, and so they are gaining levels quickly without exhausting the vaguely tier-based "zones" I have divided the setting into. As such, I think sandbox adventuring benefits from slower XP progression -- but I do think it needs XP based progression (as opposed to milestones). I want the players to make choices based on their own ideas about perceived risk versus hoped for reward.
 

Pirates of Drinax for Traveller is an excellent sci-fi sandbox campaign. A sea of adventures across too many stars to count. Neutral, uncivilized space, sandwiched between two massive empires weary of battling one another. The Travellers are tasked with restoring a fading empire by pirating, applying diplomacy, espionage, exploration of ancient places and tech, and much more.

What makes it work as a sandbox? A massive map in which to explore and allow the Travellers to influence, yet a region of space that allows for them to make their actions matter in the face of shifting alliances and agendas. They can become a powerful pirate fleet, a leading force of a massive trading consortium, diplomats of a massive federation of unaligned systems for mutual benefit and defense. Or...all of that. Its up tot he Travellers to decide and find out.
 

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