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Last year I went to a big sci-fi/fantasy con in my country. I had been planning to go for years because there is a big emphasis in talks with authors and there were many relating to ttrpg topics. There was one about sandbox campaigns! I was excited!
But sadly, I left many of the talks very disappointed. The one that hurt me the most was, precisely, the one about sandboxes. In it, a national expert in the ttrpg industry explained how there are two (2) kinds of sandbox campaigns, either open world or "social". Maybe three if you also count urban campaigns as sandboxes.
"Ok," I thought "I completely disagree, but let's see where this goes".
Then, the speaker proceeded to explain her prep process. In a social campaign she firts creates the factions. She likes Legend of the Five Rings a lot, so she usually uses the five usual clans of the settings.
"Alright. That's reasonable".
Then, she proceeds to populate their factions with about seven to ten NPCs per faction.
I left at that very instant absolutely astounded.
In my personal opinion, sandbox campaigns don't need to be an exercise of immense prep from the GM. They can be and if it works for some people I am glad for them and I hope they have fun with that prep. But I don't think that's a really reasonable way to manage this kind of campaign for the majority of GMs and even less so for the majority of tables. (And giving a talk about it without properly disclaiming it can set up an impossible standard that might discourage many novice GMs that would consider sandbox campaigns as too labor intensive).
I believe sandbox campaigns should play with the interest of the players. As a GM one should set up an interesting backdrop to explore and interact with, with a varying degree of prep according to one's own interests. And then the players are the ones that will guide the prep needed for the next session by stating their intentions. I have seen several people here clamouring for the many benefits of asking one's players "So what's your plan for the next session, then?". And I think those benefits double when playing a sandbox campaign!
It allows for a true feeling of discovery, not only for the players, but for the GM as well! The GM doesn't need to know everything from the beginning, they can discover it in a fractal way, following the interests of the table (which includes the GM themselves, let's not forget that).
Let me give you an example.
I am currently starting a sandbox campaign based on Skerples' Magical Industrial Revolution. I am mashing it into my DIE campaign, but that's not important. This setting revolves around technology and the grave danger it poses when left unatended to the whims of idealistic inventors and shrewd investors looking to make a fortune. I did as much prep as I wanted:
Being a urban setting, I made small sheets for different neighborhoods and points of interest of the city. I also got the help of my players to do this with a small session of i'm sorry did you say street magic by Caro Asercion.
I set up small scenes to present to the players the different pre-apocalyptic inventions that will destroy the city if left unchecked. (And I added a ninth invention for DIE reasons even though that breaks the number 8 theme in the module)
And that's that! We are already three sessions in and we had an impromptu heist into the university, spent a day selling turnips in the market and met a guy who knows he is inside a narrative (DIE stuff). Next time we are going to attend to a flying machines engineering duel because that's what one of the players asked!
Admittedly, a lot of the prep in this campaign is already done by Skerples, shared with me through the module. But I could have gone with a vibe, a list of cool places to visit, a list of things loosely going on on the setting and a list of names to invoke when a new NPC appears. And you could probably do without any of those things!
What you need to set up a sandbox campaign is not a huge load of prep. Is just enough to present an engaging premise and to answer confidently enough to whatever shenanigans your players throw themselves into.
I have yet to write a single faction sheet. Or a NPC background. I possibly will. But that will be whenever I consider it fun enough.
Because I read I, Strahd and I fucking love Alek Gwilym, and because I think Rahadin's character is a little flat in comparison, I'm going to give Rahadin a whole new story in my CoS campaign. Because I also love the Dusk Elves. I think they're very intriguing. I think they and Rahadin can have a tragic narrative that doesn't involve usurping Alek's place in Strahd's backstory. (Also, yes, Alek will be there to fill the role of Chamberlain. Thank you P. N. for making him disappear mysteriously; I do what I want.)
I gave my players aa Sending Stone, so they an use the Sending Spell once per day.
My BBEG also showed up recently to taunt one of them, try to get in their head. NOW THEY'RE PLANNING TO START PRANK CALLING HIM!
How do I even deal with this?! How do I maintain an illusion of dignity and malevolence when the Paladin is calling the Plague of Eyes like, "Hello, this is the Plague of Noses! *Sneezes 18 times*"
I need ideas!
I struggle with dungeon stocking, but I think I may have stumbled upon the (as-usual) embarrassingly simple solution to my writers’ block.
instead of getting bogged down in dungeon dressing and other specifics, just jot down what there is to do here. Secret doors to find, hazards to navigate, monsters to fight, locks to pick, puzzles to solve, and traps to disarm are easy go-to’s, but consider also:
A spy-hole into another room or passage
An idol that can offer a blessing if the forgotten deity’s name is invoked
Other adventurers exploring the dungeon
Monster tracks
Unusual ways up/down (chasms, wells, portals)
a partial map scrawled on the wall
Petrified or time-stopped monsters that the players must avoid “activating”
It’s best if each room has at least two things to interact with. Make at least one of them something the players don’t have to search for.
This bakes adherence to DMing Rule #1 into the map itself, and helps give the players direction without removing their freedom of choice.
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