I get it. I leave time afterward to take notes. What did I name that NPC the party talked to? What history did I make up on the spot? What NPC's role completely changed because of something that happened during the game? There's lots to address, and the best time is when the memory is fresh.
You're speaking my language here. I feel it's also super important to just let things play out... as DM don't interfere or 'force' a result you want - let the consequences (and rewards) of choices happen organically. The game can really grow into something satisfying. React to events, as you say use events to consider the consequences in-game, but resist the urge to push a story as opposed to letting one emerge.
I took inspiration from the Nemesis system in the video game LOTR Shadow of War Different factions and important npcs go through their own encounters/quests in the background. If the party knows about it, they can choose to disrupt it. These quests play out after a certain amount of time, and if the npc has success, then they can do things towards their goals. Maybe they level up, find a powerful item, gain followers, kill target(s), control an area, etc. Also, in encounters npcs that may come up get objectives and side objectives that also let them forward their goals somewhat. This helps show them gaining power and also informs me how they should act and what hierarchy their goals have. Very important in encounters for me when I have multiple factions and the party possibly facing off
Duuude I've been doomscrolling DnD tube literally since lunchbreak, so you made my day with this one. I've been piecing together a sandbox game for ages now
I honestly feel like I have no issues dumping a lot of energy into creating lots of detail for the world (cuz my brain is always churning out creative energy anyhow), my main problem is the actual ORGANIZATION and application of it
@@Calebgoblin " Organization & application, .. " I am 46 years old, I FEEL you man, I feel you. My junior high school life goal was, .. a.) create my own starter village for a D&D campaign. b.) Create my own comic book base off of those characters. c.) Create a Nintendo/Sega game series off of it. d.) Be as successful as the creators of TMNT. We now have the technology to build a better world, .. The only thing we are lacking is the organization and the application of the adjective. Our problem is, we are at the start and end of the day, .. only human. F- up as we are, we can only do our best even knowing, that will not be good enough. But the effort still must be made. -- I know I rip that little speech off from someone.
A couple of things that I've found REALLY useful for managing a "living world" are the Faction Rules in Kevin Crawford's "Worlds Without Number" (also in "Stars Without Number" if you've got a space sci-fi setting), and the "Fronts" methodology in DungeonWorld. They both present a formal methodology for recording the various threats and opportunities in the campaign, and how they evolve as a result of their own, and player, actions. Well worth taking a look at, IMO, no matter what game system you're running.
I'm also a fan of "An Echo, Resounding." It deals more with settlements and sites, but it works well to abstract out logistics and improvements. You can even use it to provide mechanical feedback for local problems. Monsters move into a local mine? That settlement loses wealth and might not be able to build the new barracks the players have been pushing for. It also becomes vulnerable to wealth-based problems, like local uprisings.
the ideas here make me think of the importance of levels in old school systems. yes, the party is free to explore anywhere they want, but their levels, equipment, and abilities will more or less determine their limits on where they can go without being overpowered by dangerous things they cant handle yet. the incentive is there to tackle the less dangerous areas until they get enough XP and loot to take on the other areas that might be too challenging right away. so ultimately players "unlock" areas as they go.
Interesting channel, same for the content. I've viewed several so far so decided to subscribe. About 15 years ago I began to embrace the open sandbox format in order to engage my players more. I also like to keep track of key treads and NPCs because I noticed that if we give them chance, they'll lead you in directions we might not have thought of. An evolving sandbox, if you will. Ah, so much I want to say on this subject, but txt limits that a bit. Anyway, excellent video.
I've always driven my worlds forward with solo play, it's a great time and it gives you a lot of room to find effective strategies and items for your factions
Regarding notebooks: Number each page at the bottom with red ink Then skip the first 1-3 pages and use them as your Table of Contents as you start writing on Page 4.
For timekeeping I printed out monthly sheets that contain: Day no. - Day name - Weather - Moon Phase - 24h day/night tracker-daily temp. And while this sounds like a lot to track, all the work is front-loaded, so you don't need to do it at the table. Some of it is cyclical: once you know any given entry, you can figure out the next since the 1st of the month will always precede the 2nd, Monday will always be followed by Tuesday (or your world's equivalent) and the big moon phases (New, 1/4, Full, 3/4) each last 4 days with a 3 day waxing or waning crescent/gibbous phase between them or whatever is applicable for your game. For the Day/Night tracker, daily temp and weather.... I cheat: Find a place on earth (in my case I just used the town I'm in) with a similar climate to where your game is ran and you can steal it's meteorological data to get an idea of the high/avg/low of the temperatures it is as well as sunrise/sunset for the start/end of the month for all year long. For the weather, I use a season-based hex flower to generate it, basically just getting a dice roller to generate me a bunch 2d6 results and I just map out the results on the sheet, following where it goes, marking day by day what the weather is going to be for the month and if it's going to be warm, about average for the month or a bit cooler. The day/night tracker is also just 24 individual squares i flag with a light-coloured high-lighter or marker. If something important happens or i need to track hourly I can just fill in the squares or segment them with my pencil and track that way, as well as write a more detailed note on the loose-leaf sheet that's on the page opposite to it indicating what day/time the PCs left town, entered a dungeon, encountered some bandits on the road where one got away or stayed hidden and will warn their boss. In short: I put on Bandit's Keep in the background to listen one evening as I just generate a month or two's worth of statistical data for my game I can reference at any time.
Sandbox is a huge topic on TH-cam, you're absolutely right hahaha. Loved your chatter about doing prepwork after a session instead of before. Your notes seem a bit sporadic and all over the place but I think that's the point, right? Sandbox is sporadic, hectic, but really, really fun. Great video!
I used to keep a card box for my world with notes tied to the hex sheet numbers. Long lost now: I wish I could see those cards today! I agree on the "slowly growing menace" concept: it ties into both the workability of playing a long term game and our desire to see the campaign play out like a story.
This is pretty much how I do it too, come up with a few locations of interest and some plot hooks, and roll up more stuff as they encounter it. Usually getting lost leads to adding new stuff to the map. Keeping track of it after you play is also works really well. Most of the game happens when you are playing the game, so it's more productive to chronicle the interesting parts and unfinished threads than it to write a bunch of stuff out ahead of play.
NPC cards are nice. I had some really thick card stock I cut into 8 cards, and just wrote some random ideas on each one and a name while watching TV. I put a Letter on the back, and let my PCs pick one each, as their retainer. They seemed to like it.
My last campaign took 1.5 years to set up had many factions 2 main opponents players were hired to work for one and fight the other many secondary factions that could be recruited to join fight or destroyed to make sure the other faction didn't get them in the final fight and many 3rd factions that were like trade guilds farmers towns all quests were set as military objectives some added faction rep others were just "destroy local monster lair" ect I detailed every encounter except random ones it was an amazing game that could be video game worthy and took 3 years to play and i and players loved it but I will never go to that level again
Hey Daniel! Lots of great insights. Just watching this video has put so many new ideas for my DM'ing and gameplay planning. Looks like an upcoming trip to the office supply store, more index cards in my near future :D You're a fountain of great visions. Thank you for this informative video.
I love your videos, Im running a FR Sea of Fallen Stars sandbox right now for my university friends and I'm loving it, I don't think I'll ever go back to pre-written adventures.
Blades in the Dark RPG has a fantastic game mechanic for GMs to track the whims and progress of NPCs, organizations and plot hooks, which I implement in my own Dungeon World sandbox campaign: Progression Clocks Faction/NPC/threat/plot etc - state the goal - create a pie-wedge clock usually 8 wedges - sometimes six. In blades you roll this after each session, in your Fantasy World it should matter on passage of time. You might spend 2 game session on the same in-game calendar day. Blades OTOH is episodic and it's assumed 2-6 weeks pass between scores (recovery, hiding, letting heat die down, and of course prep for the next heist). Roll a weighted d6 (1-3 = 1, 4-5 = 2, 6 = 3). Mark the results by filling in the chart. Once full, the goal is met (unless the PC intervene; they can do a heist to stunt or undo their progress for instance).
SANDBOX: unsolidified but ranged optional detail paths, simplified to ranged descriptions for use as needed by layers, points for connection for each piece that can be used to connect that piece to other pieces at a decent range, reasonable motivations that provide logical methods that can be looked at fantastically, solutions for paths as in plural, notes on paths traveled and interests/inspiration generated before and during play as well as take the time to revisit the space after and between sessions to brainstorm and reflect on what was what is and what can be. Its fun to take just a few moments to make things in motion pause and look around the space in all its possible directions from the point with which you stand. Simple thoughts allow improvised expansion. It allows you an active prep process as prep happens before during and after play in proper processes. Its an active space. That's a brief of my approach and definitions. Take the time to make time I always say. In a sandbox or completely open world, its not one path or direction. 365 degrees and ranges expanding within and outside the space you are in. Think about what matters and what happens with or without player interaction. The pause button on everything elsewhere never really builds much adventure, not everything revolves around the players, or follows them. I love to think about what happens to that interaction with the shopkeeper that has that item from that one dungeon the players sold them. Does that person now have an item someone is looking for? Could be. Is it relevant? Now? Later? As always Daniel has the mindset much like myself as the logistics of the space help you create, your job then is simple to look around and use those logistics to your advantage and keep track of what things in motion tie to the players space currently. What doesn't tie to them currently can later be used to create ripples of adventure that allow you to tie this to that, here to there. Always love creating fun expansive spaces that continue to build more and more adventure to share.
You're probably about to gain a bit of popularity. I was recommended this video. I must say, and I don't mean to be rude, I really enjoy your easygoing, nonchalant delivery that isn't overproduced and just feels friendly and familiar.
Been playing in sandbox world for two years now, long term plot threads slowly coming together and progressing the world in between sessions. Feels satisfying but still overwhelming at the same time! Tips on not beating yourself up over moving the other board pieces when players arent looking? Lol
Story rises from a TRUE sandbox, a hallmark of Old School. Story DRIVES the campaign, hallmark of contemporary D&D. Let the threads develop and the die do their work. Also, DM having in mind upper level play for the PCs is critical to keeping the world alive and in expansion mode. This why BECMI is so good. The C & M become important and can help a DM keep the campaign and PCs moving forward if you've got a more gamer and event driven group versus that of role player enthusiastic one.
And sometimes you just want to have pizza and beer and play a board game. I think taking a break from the campaign can give you some perspective on what you want to accomplish both as players and the referee.
I've got a stack of notepads, one for each group going through my campaigns. Since each group has gone off in different directions there's little risk of issues, but I do on occasion cross-reference other notepads. There is some overlap though in using the same maps for different areas for each group, but that's no big deal either. Being an old pen and paper guy, I can't bring myself to document this on my PC.
Ya my players successfully stopped one of the looming menaces ( i watched this video curious how other DMs run it ), every night the mainland would be attacked by undead but they'd never eliminate them permanently these undead would all ways come back in the same number or more. They found the culprit and a big war broke out, the players fought part of that war but it was a larger skirmish before the real war began, the whole clergy was teleported in it was crazy. Players had to go around the army sneak into the the crypts without the aid of their powerful allies. Ultimately they defeated the Skeleton King but it was really close. Though each land has its own problems but the main "villian(s)" is still a mystery like an architect of chaos.
Are you familiar with Forbidden Lands? Its a different take on sandboxes. It has pre written random encounters for travel and adventure sites that are in themselves sandboxes again. There are also fleshed out NPCs and factions from the start. To me the way of not knowing anything and lets just see what the players are going to do feels a little cheap in a way
@@BanditsKeep Thats fair. Personally I dont mind playing in a given setting since I can always add my own stuff here and there. One could easily write ones own sandbox in a similar way though...write maybe 10 random encounters, make 3 factions and 3 important NPCs and one or two adventure sites..maybe a few facts about religion and history. I just like knowing quite a bit about the world that makes it easy to improvise and to have a meaningful story despite it being a sandbox
“Narrate forward”… you know, I just don’t understand how the new school way of playing could be as interesting from a DM perspective, it’s far too player centric in the 5e format … players are useless, you might ask too much of them to fulfill their own narrative arc… but they can bumble through the world and find their own pace based on their own successes and direction… and the post session think through as you described is exactly my idea of the FUN of being the DM. Building the world one week at a time.
@@BanditsKeep I was useless as a player LOL… great DM material is born of good groups and mentors. You probably have dealt with good players for a while…. But I think your perspective of running the sandbox almost like a solo game helps a DM to relax a bit and let the game happen. So many stories about rail roads etc… I feel that people need to hear what you’ve got to say to alleviate their anxieties.
"I do most of my prep after a game, not before", was the most interesting DnD thought I've heard this month. Thanks!
Thank You!
I get it. I leave time afterward to take notes. What did I name that NPC the party talked to? What history did I make up on the spot? What NPC's role completely changed because of something that happened during the game? There's lots to address, and the best time is when the memory is fresh.
You're speaking my language here. I feel it's also super important to just let things play out... as DM don't interfere or 'force' a result you want - let the consequences (and rewards) of choices happen organically. The game can really grow into something satisfying. React to events, as you say use events to consider the consequences in-game, but resist the urge to push a story as opposed to letting one emerge.
For sure
"there is no perfect game, run a game that YOU want" This is what i tell every GM. Good stuff Daniel, keep 'em coming!
Thank You!
That "Solo Playing" Sounds great excersice to worldbuilding, thx for the video!
For sure
I took inspiration from the Nemesis system in the video game LOTR Shadow of War
Different factions and important npcs go through their own encounters/quests in the background. If the party knows about it, they can choose to disrupt it. These quests play out after a certain amount of time, and if the npc has success, then they can do things towards their goals. Maybe they level up, find a powerful item, gain followers, kill target(s), control an area, etc.
Also, in encounters npcs that may come up get objectives and side objectives that also let them forward their goals somewhat. This helps show them gaining power and also informs me how they should act and what hierarchy their goals have. Very important in encounters for me when I have multiple factions and the party possibly facing off
Nice!
Duuude I've been doomscrolling DnD tube literally since lunchbreak, so you made my day with this one. I've been piecing together a sandbox game for ages now
I honestly feel like I have no issues dumping a lot of energy into creating lots of detail for the world (cuz my brain is always churning out creative energy anyhow), my main problem is the actual ORGANIZATION and application of it
@@Calebgoblin " Organization & application, .. "
I am 46 years old, I FEEL you man, I feel you.
My junior high school life goal was, ..
a.) create my own starter village for a D&D campaign.
b.) Create my own comic book base off of those characters.
c.) Create a Nintendo/Sega game series off of it.
d.) Be as successful as the creators of TMNT.
We now have the technology to build a better world, ..
The only thing we are lacking is the organization and the application of the adjective.
Our problem is, we are at the start and end of the day, ..
only human.
F- up as we are, we can only do our best even knowing, that will not be good enough.
But the effort still must be made.
-- I know I rip that little speech off from someone.
Awesome - been there with the doomscrolling
@Calebgoblin EXACTLY! I think I have found the video for my main issue 😭
Great take on the standard sandbox how to video. Running an open world sandbox has been so freeing for me as a DM.
Thank You!
A couple of things that I've found REALLY useful for managing a "living world" are the Faction Rules in Kevin Crawford's "Worlds Without Number" (also in "Stars Without Number" if you've got a space sci-fi setting), and the "Fronts" methodology in DungeonWorld. They both present a formal methodology for recording the various threats and opportunities in the campaign, and how they evolve as a result of their own, and player, actions. Well worth taking a look at, IMO, no matter what game system you're running.
Ah yes, those are good resource s
I'm also a fan of "An Echo, Resounding." It deals more with settlements and sites, but it works well to abstract out logistics and improvements.
You can even use it to provide mechanical feedback for local problems. Monsters move into a local mine? That settlement loses wealth and might not be able to build the new barracks the players have been pushing for. It also becomes vulnerable to wealth-based problems, like local uprisings.
the ideas here make me think of the importance of levels in old school systems. yes, the party is free to explore anywhere they want, but their levels, equipment, and abilities will more or less determine their limits on where they can go without being overpowered by dangerous things they cant handle yet. the incentive is there to tackle the less dangerous areas until they get enough XP and loot to take on the other areas that might be too challenging right away. so ultimately players "unlock" areas as they go.
For sure
Interesting channel, same for the content. I've viewed several so far so decided to subscribe. About 15 years ago I began to embrace the open sandbox format in order to engage my players more. I also like to keep track of key treads and NPCs because I noticed that if we give them chance, they'll lead you in directions we might not have thought of. An evolving sandbox, if you will. Ah, so much I want to say on this subject, but txt limits that a bit. Anyway, excellent video.
I've always driven my worlds forward with solo play, it's a great time and it gives you a lot of room to find effective strategies and items for your factions
It was a breakthrough for me to do most of the bookkeeping after a session rather than prior. Great video.
Glad it was helpful!
Regarding notebooks: Number each page at the bottom with red ink Then skip the first 1-3 pages and use them as your Table of Contents as you start writing on Page 4.
Good idea!
Thats a handy piece of information to have had about 7 months ago....
🙂
Thanks for that flashcards tip. Been DM-ing for quite a while, never really thought about doing NPC's like that. Thanks.
For timekeeping I printed out monthly sheets that contain:
Day no. - Day name - Weather - Moon Phase - 24h day/night tracker-daily temp. And while this sounds like a lot to track, all the work is front-loaded, so you don't need to do it at the table.
Some of it is cyclical: once you know any given entry, you can figure out the next since the 1st of the month will always precede the 2nd, Monday will always be followed by Tuesday (or your world's equivalent) and the big moon phases (New, 1/4, Full, 3/4) each last 4 days with a 3 day waxing or waning crescent/gibbous phase between them or whatever is applicable for your game.
For the Day/Night tracker, daily temp and weather.... I cheat: Find a place on earth (in my case I just used the town I'm in) with a similar climate to where your game is ran and you can steal it's meteorological data to get an idea of the high/avg/low of the temperatures it is as well as sunrise/sunset for the start/end of the month for all year long. For the weather, I use a season-based hex flower to generate it, basically just getting a dice roller to generate me a bunch 2d6 results and I just map out the results on the sheet, following where it goes, marking day by day what the weather is going to be for the month and if it's going to be warm, about average for the month or a bit cooler. The day/night tracker is also just 24 individual squares i flag with a light-coloured high-lighter or marker. If something important happens or i need to track hourly I can just fill in the squares or segment them with my pencil and track that way, as well as write a more detailed note on the loose-leaf sheet that's on the page opposite to it indicating what day/time the PCs left town, entered a dungeon, encountered some bandits on the road where one got away or stayed hidden and will warn their boss.
In short: I put on Bandit's Keep in the background to listen one evening as I just generate a month or two's worth of statistical data for my game I can reference at any time.
Very cool - when I ran Hyperborea I did a lot with the moon phases and weather, it can really add a lot to the campaign
Sandbox is a huge topic on TH-cam, you're absolutely right hahaha. Loved your chatter about doing prepwork after a session instead of before. Your notes seem a bit sporadic and all over the place but I think that's the point, right? Sandbox is sporadic, hectic, but really, really fun. Great video!
Yes, very much so
After 30 years. I decided I know what the NPC wants. I keep pushing for that in NPC/PC interactions.
Nice
Just ran my first session using a lot of the concepts you've taught and it went really well! Thanks for all the info
Awesome!
I used to keep a card box for my world with notes tied to the hex sheet numbers. Long lost now: I wish I could see those cards today! I agree on the "slowly growing menace" concept: it ties into both the workability of playing a long term game and our desire to see the campaign play out like a story.
For sure. Index cards are a good idea, I’ll have to try that next time - sometimes my notebook is a bit too chaotic
This is pretty much how I do it too, come up with a few locations of interest and some plot hooks, and roll up more stuff as they encounter it. Usually getting lost leads to adding new stuff to the map.
Keeping track of it after you play is also works really well. Most of the game happens when you are playing the game, so it's more productive to chronicle the interesting parts and unfinished threads than it to write a bunch of stuff out ahead of play.
For sure
I've read entire books on DM advice that have less than half the excellent collection of ideas in this one video. Thank you for all the great content!
Thank You! That’s very kind, I’m glad you found helpful tips.
NPC cards are nice.
I had some really thick card stock I cut into 8 cards, and just wrote some random ideas on each one and a name while watching TV. I put a Letter on the back, and let my PCs pick one each, as their retainer. They seemed to like it.
That's a great idea!
My last campaign took 1.5 years to set up had many factions 2 main opponents players were hired to work for one and fight the other many secondary factions that could be recruited to join fight or destroyed to make sure the other faction didn't get them in the final fight and many 3rd factions that were like trade guilds farmers towns all quests were set as military objectives some added faction rep others were just "destroy local monster lair" ect I detailed every encounter except random ones it was an amazing game that could be video game worthy and took 3 years to play and i and players loved it but I will never go to that level again
Sounds awesome, even if you don’t do it again
Logical and simple. Thats how it's done well
Thank You!
Hey Daniel! Lots of great insights. Just watching this video has put so many new ideas for my DM'ing and gameplay planning. Looks like an upcoming trip to the office supply store, more index cards in my near future :D You're a fountain of great visions. Thank you for this informative video.
Thank You!
I love your videos, Im running a FR Sea of Fallen Stars sandbox right now for my university friends and I'm loving it, I don't think I'll ever go back to pre-written adventures.
Awesome
Blades in the Dark RPG has a fantastic game mechanic for GMs to track the whims and progress of NPCs, organizations and plot hooks, which I implement in my own Dungeon World sandbox campaign: Progression Clocks
Faction/NPC/threat/plot etc - state the goal - create a pie-wedge clock usually 8 wedges - sometimes six. In blades you roll this after each session, in your Fantasy World it should matter on passage of time. You might spend 2 game session on the same in-game calendar day. Blades OTOH is episodic and it's assumed 2-6 weeks pass between scores (recovery, hiding, letting heat die down, and of course prep for the next heist).
Roll a weighted d6 (1-3 = 1, 4-5 = 2, 6 = 3). Mark the results by filling in the chart. Once full, the goal is met (unless the PC intervene; they can do a heist to stunt or undo their progress for instance).
Cool.
SANDBOX: unsolidified but ranged optional detail paths, simplified to ranged descriptions for use as needed by layers, points for connection for each piece that can be used to connect that piece to other pieces at a decent range, reasonable motivations that provide logical methods that can be looked at fantastically, solutions for paths as in plural, notes on paths traveled and interests/inspiration generated before and during play as well as take the time to revisit the space after and between sessions to brainstorm and reflect on what was what is and what can be. Its fun to take just a few moments to make things in motion pause and look around the space in all its possible directions from the point with which you stand. Simple thoughts allow improvised expansion. It allows you an active prep process as prep happens before during and after play in proper processes. Its an active space. That's a brief of my approach and definitions. Take the time to make time I always say. In a sandbox or completely open world, its not one path or direction. 365 degrees and ranges expanding within and outside the space you are in. Think about what matters and what happens with or without player interaction. The pause button on everything elsewhere never really builds much adventure, not everything revolves around the players, or follows them. I love to think about what happens to that interaction with the shopkeeper that has that item from that one dungeon the players sold them. Does that person now have an item someone is looking for? Could be. Is it relevant? Now? Later? As always Daniel has the mindset much like myself as the logistics of the space help you create, your job then is simple to look around and use those logistics to your advantage and keep track of what things in motion tie to the players space currently. What doesn't tie to them currently can later be used to create ripples of adventure that allow you to tie this to that, here to there. Always love creating fun expansive spaces that continue to build more and more adventure to share.
Indeed
You're probably about to gain a bit of popularity. I was recommended this video. I must say, and I don't mean to be rude, I really enjoy your easygoing, nonchalant delivery that isn't overproduced and just feels friendly and familiar.
Thank You!
Bond villains! My players are drawn to this. I am right on with you Daniel! Keep it coming
Thank You!
Been playing in sandbox world for two years now, long term plot threads slowly coming together and progressing the world in between sessions. Feels satisfying but still overwhelming at the same time!
Tips on not beating yourself up over moving the other board pieces when players arent looking? Lol
Nothing wrong with continuing I stuff if it makes sense in the world. Things need to progress
Using a random table of good and bad events also adds life to the game world
True
Story rises from a TRUE sandbox, a hallmark of Old School. Story DRIVES the campaign, hallmark of contemporary D&D. Let the threads develop and the die do their work. Also, DM having in mind upper level play for the PCs is critical to keeping the world alive and in expansion mode. This why BECMI is so good. The C & M become important and can help a DM keep the campaign and PCs moving forward if you've got a more gamer and event driven group versus that of role player enthusiastic one.
Indeed
And sometimes you just want to have pizza and beer and play a board game. I think taking a break from the campaign can give you some perspective on what you want to accomplish both as players and the referee.
Indeed
I've got a stack of notepads, one for each group going through my campaigns. Since each group has gone off in different directions there's little risk of issues, but I do on occasion cross-reference other notepads. There is some overlap though in using the same maps for different areas for each group, but that's no big deal either. Being an old pen and paper guy, I can't bring myself to document this on my PC.
I hear you
Ya my players successfully stopped one of the looming menaces ( i watched this video curious how other DMs run it ), every night the mainland would be attacked by undead but they'd never eliminate them permanently these undead would all ways come back in the same number or more.
They found the culprit and a big war broke out, the players fought part of that war but it was a larger skirmish before the real war began, the whole clergy was teleported in it was crazy. Players had to go around the army sneak into the the crypts without the aid of their powerful allies.
Ultimately they defeated the Skeleton King but it was really close.
Though each land has its own problems but the main "villian(s)" is still a mystery like an architect of chaos.
Nice
@@BanditsKeep Thanks!
Love the Heroes reference 😂
😊
Where's your video on using a weeks planner and 1:1 time? Love your channel.
I talk about it a bit on the actual play - but I don’t have a dedicated video per se
Great video & great advice!
Thank You!
Thank you for your information video
Thanks for watching
Great video, thank you for this!
Thank You!
Have you done a video on time or could you? Interested in different approaches.
I have - How to track time in your D&D campaign
th-cam.com/video/IztaTaMl-fk/w-d-xo.html
❤
😊
Are you familiar with Forbidden Lands? Its a different take on sandboxes. It has pre written random encounters for travel and adventure sites that are in themselves sandboxes again. There are also fleshed out NPCs and factions from the start. To me the way of not knowing anything and lets just see what the players are going to do feels a little cheap in a way
I have Forbidden lands, haven’t gotten it to the table yet. I prefer to create a world myself, with my players vs playing in some else’s world.
@@BanditsKeep Thats fair. Personally I dont mind playing in a given setting since I can always add my own stuff here and there. One could easily write ones own sandbox in a similar way though...write maybe 10 random encounters, make 3 factions and 3 important NPCs and one or two adventure sites..maybe a few facts about religion and history. I just like knowing quite a bit about the world that makes it easy to improvise and to have a meaningful story despite it being a sandbox
“Narrate forward”… you know, I just don’t understand how the new school way of playing could be as interesting from a DM perspective, it’s far too player centric in the 5e format … players are useless, you might ask too much of them to fulfill their own narrative arc… but they can bumble through the world and find their own pace based on their own successes and direction… and the post session think through as you described is exactly my idea of the FUN of being the DM. Building the world one week at a time.
I don’t think the edition of the game has anything to do with it 🤷🏻♂️ my players are far from useless
@@BanditsKeep I was useless as a player LOL… great DM material is born of good groups and mentors. You probably have dealt with good players for a while…. But I think your perspective of running the sandbox almost like a solo game helps a DM to relax a bit and let the game happen. So many stories about rail roads etc… I feel that people need to hear what you’ve got to say to alleviate their anxieties.