Thinking about sandbox design in 5e (Part 1)
Now that's a can of worms to open! Somehow I got thinking about the topic when I got a random email that somebody else had replied to an obscure thread from 2020 about "The Dragon of Ice Spire Peak" and its shortcomings. And that made me think of Starter Sets and Essential Kits and what not and what the problems of designing a sandbox in 5e are.
What is in this box full of sand?
Of course, one of the main problems is defining a sandbox. For some people it's like Minecraft, do what you want, nothing is given, it's random but follows patterns, and you make your own fun somehow. That version certainly isn't popular within tabletop roleplaying, but due to a misunderstanding, I actually got to play something like this. It... isn't fun exactly.
Some people would say it's simply a hex crawl. You have a map and can go anywhere, and hexes have premade stuff in it. (It could also be a point crawl, more about that later.)
In the view of the products I mentioned in the intro (Starter Sets, Essential Kit), it would be quite similar to that, but this "modern sandbox" would have a few traits to it... There would be a notion of order given by "missions" that you either find or are given to you (by NPCs or by the plot), which in turn mostly structure the sandbox and where you go. So this modern sandbox is, to some extent, a more linear adventure in disguise, or at most one with a maybe a parallel thread or two.
The other "modern sandbox" we find in 5e is "Curse of Strahd", and boy, it's great! You can go anywhere in this land of Barovia, but being too bold and going too far west will almost certainly TPK the party. But it's a sandbox, alright, and a fun one. If you go in a certain order, you will find it balanced to a good degree. Expect surprises.
So, what the whole sandbox topic comes down to is less one of organization, but a few other things. I mean, there will be a map to uncover, there will be "adventure locations" to find and deal with, and there will be combat, the main point of 5e.
But 5e also has some other considerations that we should look at, mainly at how it deals with adventure sites and why this might be a bad fit to sandbox play. And by that I mean published material and what it tries to teach us about making our own play material that's supposed to be engaging. So we'll look at that as well.
One of the biggest flaws of 5e sandboxes from published material is that its set piece adventures are little clockwork pieces that get triggered when you enter and then you're in for it. They're effectively designed as traps, of the story kind.
That is because individual locations have been designed with the 5e adventure formula in mind, so very often you arrive at the site "just in time" to prevent something, like a raid by monsters or a dark ritual.
If your party is the right level and if your party just happens to be rested and well equipped then this is a great way to have a fun, engaging romp. There's something going on and we're part of it, yay! But...
What if... your party is too low a level to actually make a difference? What about then? Well, then the "Now better time than now!" for designing adventures means that the party either suffers a TPK (and hence a campaign fail) or that they disengage and the GM should assign consequences... the dark ritual happens, the site is overrun by monsters, certain NPCs are slain, captured, abducted...
You see, this design approach forces your hand. If you trigger the clockwork mechanism, it will run. There must be consequences. There are ongoing events! And frankly, it also will make it seem that wherever players go, they always arrive at a dramatic time... so it's best used sparingly. So these kind of sites are risky. There's several of them in "Curse of Strahd" and they're a definite weak point.
One choice you would make is to have two versions of the site. The "nothing has happened yet" version that presents itself to players when first arriving there, and the "action version" for when players revisit later. This presents us with other problems, but it can work. Let's discuss this in a slightly different context further down.
Now, should you adjust the challenge of combat encounters for the adventure sites as players progress? There's no ready-made answer for this (unless you have some very firmly entrenched beliefs about what a sandbox should be), but maybe we can compare a few approaches.
First of all, leveling everything into... "Oblivion". I'm specifically referring to the "Elder Scrolls" computer game that levels pretty much everything in the game, leading to such absurdities as encountering "elite bandits" with high level gear. Not many people like this approach, let me tell you. (And that is in spite of the game being rather popular.) "Skyrim" certainly didn't repeat it.
It obviously breaks world immersion. Why would anybody with high level gear resort to banditry? Do they like... cheap thrills?
Plus all the damn high level wolves should have eaten all commoners long ago. Leveling up and new gear certainly seem kind of pointless.
Now, having the extreme example out of the way, you can of course scale combats to some degree. Just know that 5e isn't actually supporting you very well. There's no immediate scaling mechanic, you're basically doing the challenge math all over again (if you're using the DMG version). Also, the challenge math is... a bit broken... when it comes to higher numbers of enemies. (AD&D 1e seemed to be oddly unconcerned with this. I just read an adventure description with "300 kobolds" here and "30 orcs" there... What happened?)
The very least you should do if you scale encounters (especially "boss fights") is to sum up how much damage your encounter can do in the first three rounds - which is impacted a lot by spell powers and ranged attacks (= what the monsters can actually bring to bear on the party within the obvious space limitations). Look that up in the CR table (for designing monsters in the DMG) and then counter-check the Solo Monster table from "Xanathar's Guide" to get a feel what ballpark your fight is in. Obviously not all attacks will hit and some saving throws will succeed, so you will need to multiply a bit. Fun...?
Encounter building in 5e is a bit of a mess in terms of predictability, but these tools can help give you an idea where you'd end up. (Also, online tools do exist.) If you scale up, make sure you limit the number of spellcasters and enemies with ranged weapons as they will be able to mercilessly pelt the players, especially if they have other battlefield advantages (and allies to hide behind).
The other thing to consider for scaling up is the power level of your characters in another regard - only after level 5 big area spells unlock, like the infamous Fireball. Suddenly being outnumbered isn't as bad once you're past level 4. (You won't be outgunned at this point, typically.) A general guideline to power milestones are the "tiers of play" which start at levels 5, 11, and 17. But frankly, it should probably be 3, 5, 11, and 17.
Until level 3, player characters are super squishy. (We'll discuss this tier more below.) Starting level 5, the party should be able to deal with lower level enemies more efficiently through area attacks. Level 11 is another jump in power.
So, if you do want to scale for level, reaching level 5 and 11 could be good points (in terms of party level) to up some of your adventure sites (not yet visited).
It would be good, though, if there was some in-game justification, especially one that the players know of (tavern rumors, etc) or one they can find out about (the letter that the boss left in his tent, for example). The orcs have called in allies or more have come to the area. Generally, calling in allies, or a higher level threat moving in can be good. Higher level threats either control the lower level threat from before (a dragon that lets itself be worshipped by the local kobold tribe), or displace them (a necromancer driving out a tribe of orcs or partially converting them to, well, undead).
On the other hand, there's nothing wrong with leaving some sites around that do not scale up. This might result in players just having a leisurely walk in the park in comparison, making them feel powerful. This is especially valid if you had high level sites the players could not approach for some reasons (more below). In fact, this being a tabletop RPG, there's no reason why a sufficiently powerful party couldn't intimidate their way through such a site, turning a combat encounter site into more of a social encounter. (While it resorts to a lot of roll-playing, "Monsters & Magic" by Sarah Newton is very interesting in this regard. It certainly is a game that has a lot of thought put in regarding scale.)
That being said, level-scaling is a bit counter to having a sandbox. It's also, to some degree, unfair. Let's say you have adventure sites too dangerous to approach for players just yet. Why would the other sites then keep up with them?
As some final words to level-scaling, let's consider how another family of games handle them. In some of the Fallout games, entering an area fixes its level, but it might scale otherwise. Still, it has a max level, and most areas also have min levels. This way areas can feel differently hard, areas encountered early do not suddenly repopulate differently, and after a certain point, some areas become easy and negligible. This is a mix of challenge and feeling powerful.
The case of the intro adventure
As mentioned above, levels 1 and 2 are especially... "squishy." 5e decided to tackle this age-old D&D problem by... rushing through them (and by skewing the hit point math for level 1). You're really meant to reach level 3 very soon. Ironically, I myself find level 1-3 to be some of the most entertaining as both player (the thrill!) and as GM (it's probably the last time you see players think instead of charging in...).
It's also for this reason that you find many 5e adventure books published by WotC to treat these levels as special. The original "Starter Set" has an intro dungeon you encounter before going to Phandalin and being "released" into the wider world. (Though you could ignore it after the first encounter...) "Curse of Strahd" has an unapologetic intro adventure if players insist starting below the recommended level 3. (Which still means you'll probably die, that sandbox has some killer stuff in it.)
This tutorializes the game, given that most class powers unlock at level 2 and 3, giving players a chance to get familiar with their chosen class and character and developing a play style ... or rather some sort of preferred combat tactics. It's also a good time to build team work (or begin the suffering for the lack thereof).
For this reason you'd probably be best off by pushing an intro adventure on your players before you release them into the sandbox proper. At the very least get them to level 2 and halfway to level 3.
Missions or Adventure Sites?
Missions (or quests) have typically somebody issuing them and a reward (or sometimes you're made to do them). They're a great way to point adventurers to level-appropriate content, also to content that they might miss out on (challenge-wise or timing-wise or for lack of noticing). Assigning missions is prodding the players.
Now, you can have a central quest-giving authority (adventurer's guild, the mayor) or even a quest board, but that's very... game-y. It's done to death and reminds us of video games. As the party grows in reputation (or notoriety), it's certainly appropriate that people try to enlist them to solve their problems. A merchant caravan needs protection to move sensitive goods through Full-of-Monsters Forest, for example. And of course the party ideally seeks out rumors and jobs themselves.
But the true of the joy of a sandbox is, well, romping around in it. Hiking, roaming, that kind of shit. Following a rumor to a remote area to see if it's true or what's behind it. Sandboxes are meant to hit that exploration itch some people feel, so it can't all be missions. Or rumors.
Ideally you make the players aware, through some form of play aid, that there's a map to be explored and things to be uncovered. Whether this is a hex crawl grid, or you drawing them a point crawl and putting points of interest in it... doesn't really matter. But given how things are these days with players there needs to be some form of communication that you can basically delve around the setting like it was some sort of open-world game.
I'm serious about this. Some groups will visit every tavern and talk to every local official for quests or missions instead of simply packing a backpack and venturing forth out of sheer habit, so the intro to the setting and interactions with people should often hint at "lands of opportunity" or "many hidden ruins" or whatever makes your sandbox exciting.
Here's where having missions comes in handy: On the way to your mission you can stumble over hints regarding other places in the sandbox (or the locations themselves). While some players might treat such occurrences as side quests and take or leave them, this gives you as the GM an in-game opportunity to tickle their sense of exploration.
To make that happen, make sure that the mission is not ultra-urgent or even timed. Else the players will rush past it and you can't fault them for it.
Also, some straightforward GM-to-player communication when setting up the campaign wouldn't be amiss here.
How do video games manage the fact that players are not ready for certain challenges?
Some games show you the level of challenges and let you run away - something which 5e is anyway especially bad at. A more common way is to make areas unreachable until certain conditions are met.
This is typically called gating.
To cut it short, there are some thoughts the Angry GM shared on this topic that you should definitely read.
What he recommends is typically meant for (mega) dungeon design, but there's no reason why an adventure site - or a region - can't be cut off by such an obstacle.
While of course the typical "missing bridge over ravine" might be overcome by some player ingenuity, what happens if it's a ravine with monsters with ranged attacks on the other side? (Ones that don't come after you.) This gates it behind the players' abilities in more than one regard. (It might also become a memorable encounter.)
Since 5e is so bad at conveying when to flee an encounter and has little to say on the topic of fleeing, you might design encounters easy to flee from - but we're getting side-tracked.
Point is - you can lock away part of your sandbox behind flight or and underwater tunnel and gate it therefore until a later stage, effectively splitting the sandbox into multiple parts with early and end game areas.
Games like Ultima 4, 5, and 6 where particularly good at a mix of soft and hard gating. Some areas could only be tackled with certain tools (mountain gear, skiff, ship, flying carpet, balloon, etc), some areas were challenging and frankly exhausting without the right tools (swamp boots, flying carpet, etc). Like they would bestow you the poison effect over and over. You needed to build your set of tools, your resources (food, torches, spell components, potions, gems), as well as your levels and general equipment.
You could take even take a page out of gaming history and make up a reason why airship travel was disrupted but now is available ("Final Fantasy") or similar events unlocking game areas like the receding of the dangerous fog in "Forbidden Lands".
While a lot of resource tracking is ignored in average play, hex crawls make it easier to track time and distance, and in fact point crawls can even contain connections between locations signifying longer trips with a fixed resource expenditure, or making the availability of certain things the prerequisite of making the trip. (Like getting small boats to journey down a river running in a canyon.)
Presenting: The Gating Encounter
I haven't exactly established this well, but running away is not really a well-supported option in 5e (and probably not in 3e or 4e, either). The flip side of having challenge math baked into the system and GMs being advised to scale encounters towards their parties is that it conditions players to expect this.
Running away might be better supported in video games where you can probably see the health bar of your opponent barely shrinking while you yourself take substantial (but not deadly) hits over time. Your brain quickly does the math and decides to skip out of the encounter.
Yes, you can tell them "Oh, it barely took a scratch" or "Its attacks seem overpowering" and telegraph all you want, but there's a significant portion of the player base that would charge in shouting some silly name and dying on that hill.
So, instead of hoping they'll run, do a "gating encounter."
The DMG splits encounter difficulty into easy, medium, hard, and deadly. This pertains mostly to resource use (of powers, spells, one-use items, hit dice for healing, etc), but deadly means that there's a good chance that a PC might die.
This is, however, not the whole truth, but relative. 5e is a resource-management game where you can decide to burn through a lot of resources fast ("going nova") and then have nothing for future encounters, or trying to optimize your burn rate such that you can beat the current adventure/mission/quest/dungeon.
This means, the party can beat a significantly stronger opponent (or group thereof) when they're still fresh but then they're likely to retreat to rest and regroup.
(I wrote another article quite a while ago discussing why players assessing threats never really works well unless your game is super-formulaic and your players keep tabs.)
5e's challenge math and advice is your friend here. You can place an encounter near the entrance to an adventure site when the players are still "probing" and checking it out. You know, guards and such.
If you're not going with level-scaling, your site likely has a level associated with it that it's designed for. The encounters are neatly made for allowing a party of that level to have reasonable challenge while beating it.
The core of the 5e encounter design are not challenge ratings but encounter XP. As fallible as this measure may be, it provides you with a number which you can take and use with the table in the DMG on page 82, "XP Thresholds by Character Level".
Assuming your party has all the same level, you can simply divide the encounter XP (adjusted according to the rest of that chapter) by number of PCs and use it with that table.
Let's say you're planning for five PCs, and your total encounter XP happen to be 5,000. So, we divide by 5 and we see:
This encounter is Deadly for level 4 or below.
It's Hard for levels 5-6.
It's Medium for levels 7-8.
It's Easy for levels 9-12.
It's even below Easy threshold for 13+.
If you include the possibility to flee, it might be suitable for levels 4+ and pose as a game challenge from 4-12. That's quite the range!
Now, let's say this area was designed with level 10 in mind. You put an easy encounter as gate at the beginning. But as you can see, the encounter would be doable as low as level 7 without being unduly difficult. Parties below that will break a sweat and reevaluate their options, probably. Especially since the next encounter might easily be a 7,500 XP Medium encounter (which would be Deadly for levels 5-6 as well).
Without ever telling the players that they might be out of their depth you can probably establish this within 1 or 2 encounters before they truly have to commit to the adventure. Or one encounter with plenty of foreshadowing how challenge will rise once they proceed (like seeing the hill giant camp proper from a higher vantage after struggling to beat some guard mooks posted as outer sentries).
Of course you can vary this - sometimes having Medium encounters, meaning the area "behind the gate" might be about as challenging as the first encounter, on average.
The opposite is also true: Try to avoid misleading encounters that will make players gauge difficulty wrong. If the encounter has a story reason, make the story reason clear. If goblin scouts are surprised while spying on an ogre camp, make sure the players realize that the goblins are not a gauge of how difficult the combat encounters in this area will be.
The most obvious one would be distance, which would be a gate to your real world activities most certainly. How far do you go to just visit a friend? How many hours of travel? How many expenses are you willing to shoulder?
Which is, of course, where 5e lets us down. Expenses are insignificant, distance isn't felt. Unless you make it felt.
The age old answer to that question are random encounters, but they don't fit well with 5e for many reasons. As is so often joked, for example in the Order of the Stick, you either have one per day or one per the whole journey, making it meaningless. Resources renew daily in 5e, and making the encounter border-line Deadly is not the answer, either.
Before you even consider whether you will do better random encounters, you could consider what they are meant to do in your game.
If your random encounters are meant to convey the danger of an area, it's fine to have few. They're just appetizers and tell-tale signs of what's to come in the area. Just design your encounter table for the level you had in mind and put some Easy and Medium encounters, maybe a rare Hard one, too. (For Hard ones, consider monsters that cannot outrun the players.)
When your random encounters go from a handful of orcs to a hill giant to a hydra, the rise in challenge tells its own story about the dangers. Split the map into several zones and assign them difficulties / levels and their own tables, typically more dangerous farther from civilization, and your random encounters will tell players what to roughly expect in general as they venture further out. Combine it with environmental clues to top it off, like a deep magical forest or some barren desolation as opposed to the lush grasslands or light forests found closer to your home base. In fact, it might be good design for such cues to go hand in hand with the difficulty of encounter zones, establishing a relationship between environment and monster.
Of course, instead of pure random encounters you could design mini-adventures or multi-challenges the party runs in at certain points on the map. At the very least this might mean the party has to return to base and try again. These could be semi-randomly placed within an area or fixed to specific hexes.
Another thing to consider is that random encounters might not only target you, but also your valuables, your means of transportation, or even just cost you valuable time. A monster trying to poach your tasty tasty horse (mmm!) while you're camping, or bandits trying to lure you away from camp to score some of your valuables. Not every encounter is done with the intent to kill. Well, at least not you.
And finally, as the party rises in level, random encounters (at least with animal intelligence or above) might have the good sense to leave the party alone, which in turn shrinks distance in the minds of players. Psychological distance, I mean. The area becomes largely transparent for traversing and the group will become more likely or willing to venture further out in turn.
In other words, the adventuring area under consideration by your players shrinks with perceived danger and expands as dangers are mitigated or their characters rise in power. This allows you to structure onion layers of challenge around civilized lands with the odd exception to mix it up.
One of the biggest mistakes I made was to send my players to the other end of my campaign map early on. Let them unlock the world like waves washing back and forth over a shore when the tide rises.
I was born under a wandering star
Another consideration is distance from home bases. Safely resting might be easy to address even in the wilderness (unless your random encounter system is merciless), but what about the treasure the party wants to take home? Make some of it valuable but bulky once in a while, and vary it. Watch them agonize whether to take home a valuable stack of silver wolf pelts to sell them or having to abandon them. For the true pack rats and looters that's painful as can be. So, home bases are for storing and converting loot, for safely resting, replacing one-time equipment, etc. And if there are few and far between, this creates a sense of distance - the effort to overcome to actually get there and bring back stuff.
If you're willing to track resources, means of transportation matter as well, as more resources weigh more. But again, 5e makes it so easy to replenish resources (or conjure them out of thin air), it's hard for this to have much of an impact for very long. If the party resolves to live on conjured food and water for a week (the D&D equivalent of instant ramen), you can't stop them.
Even then, consider for each adventure site where players could withdraw to from it. D&D is a game of short and long rests, and sometimes players must retreat. Barricading yourself somewhere in a part of the dungeon might occasionally be an option, but in general resting means leaving an adventure site and its sphere of influence (like the area patrolled by dungeon inhabitants), and hence another journey with expenditure of time and the risk of random encounters.
This is in fact where the possibility of random encounters matters most - when resources are to be conserved for the adventure day ahead or low after battling it out in a dungeon on the way out. In the latter case, watch out for TPKs. Unless you don't care and leave it to players to mind that risk.
The need for a safe camp site some distance from their goal might actually be revealed to the players through a roll on their survival skills, this way you can effortlessly insert the necessity for planning in a base camp if needed.
Now, as I mentioned before, some adventure sites might just not be interesting before something else happens. The players might find hints that a big nasty orgy might go down on Dark Druid Hill, but right now our unfriendly goths are busy laundering their black robes and washing their beards and can't be bothered to show up for your low level party, natch.
This prevents the effect so overworked in the otherwise excellent "Curse of Strahd": That it seems like everybody just waited for you to drop by.
Now, if you set up sites to be important later, you probably should avoid one thing at all costs: Do not set a specific time for things to happen. Time is cheap in tabletop RPGs, any amount of time can be waited out with just a little resource expenditure and if players say so. (Like returning to town and spending a week in an inn.) If your intent is to make a particular site available around the time you think the players can beat it, this won't do. (Also, a ticking clock always has side effects on players' attitudes in general and is anathema to open exploration.)
So, you need to gate the unlocking behind an event (e.g., the death of the orc chief that ruled over the forest), ideally. You could just require a minimum level for your own bookkeeping, but some chain of causality should exist for the sake of the overall narrative experience. So you still need to know what your trigger event is in the narrative, even if it conveniently happens when they are level X.
But that alone is not enough. Because how will the players know when to come back? Again, environmental clues could come to the rescue. The dragon that moved into the abandoned goblin cave could start threatening livestock somewhere. The dark ritual casts an eerie glow into the night sky for miles as preparatory rites are completed. Rumors, if you must.
If something is unlocked, in some way or form it should be known or else your players are unlikely to interact with it.
This is by the way where a static sandbox segues into a dynamic one, something I intend to talk about in a follow-up article.