Building Bhakashal – Sandbox Style Open World Gaming
I’ve been running sandbox style open world games for about 15 years now, and I’ve noticed that there are a lot of misunderstandings about how this style of game works. I thought I would say a few words about them here.
Sandbox style open world games have two primary features:
1 – Agency: The players can do whatever they want
2 – Consequentialism: The referee’s adjudicates the
game world’s reactions to the PCs actions
The hardest part of running games like this is that the referee
doesn’t control what happens, the players do. They direct the action, not the
referee. It took me a while to unlearn the habits that made it difficult to
allow player freedom of this kind.
What are some of the misunderstandings around sandbox style
play?
Here are my top 10.
1. It’s completely
random, every session requires the referee to improvise something new
Every time the players interact
with the game world they create reactions, they gain allies and enemies, and
their actions have ripple effects that impact future games. So, when you sit
down at the table it isn’t a “blank slate”, instead the previous actions of the
party will have created opportunities and challenges for them in the current
session.
2. It’s “zero prep”
Though sandbox style gaming is
less prep, no gaming style is “zero prep”. The referee has to keep track of
what happens in every session so they will know what the context is for later
sessions. In addition, the referee will still have to prepare encounters and environments
for the players. If the players decide to go to the Temple of Sogog the Dark
then the referee will have to prep the Temple of Sogog the Dark. It is also
extremely helpful to have a setting of some sort to draw upon, whether you run
a sandbox style game or not, and you will have to familiarize yourself with
that setting.
3. You will be caught flat-footed
and unable to run sessions because your players pivot in an unexpected
direction
One important rule of sandbox
style gaming is this: you only have to make it to the end of the session.
If the players make an unexpected decision, like going to the Temple of Sogog
the Dark, then you have a few options:
a.
They have to get to the Temple
of Sogog the Dark, that takes time, and will often get you to the end of the
session
b.
The referee has any number
of “consequences” from earlier play to draw upon, say a disgruntled former
enemy that escaped death at the hands of the PCs can show up before they get to
the Temple
c.
The referee can start to
describe the Temple when the PCs arrive there, revealing only what is needed
for immediate play. When the session is over they can create the Temple for exploration
in the next session. The ref will have to record the decisions that they make so
they can incorporate them into the actual Temple when they create it. I’ve done
this so many times I’ve lost count. PCs tend to move slowly when exploring new
areas, aware of the dangers that unwary adventurers can face. Just jot notes on
what you tell the players so you can keep things consistent.
d. As an option of last resort, you are welcome to say to the players, “I wasn’t expecting you to do X, I don’t have anything prepped for that and I don’t think I can improv this right now, let’s break and we can pick up next session.” There’s no shame in calling a session early as you aren’t in the head space to improvise. I will add that in 15 years of active sandbox play I’ve never had to do this. But it is an option.
4. You can’t use modules or
preprepared materials
Sandbox style gaming calls upon
the referee to pivot and follow whatever the players choose to do, but that
doesn’t rule out using modules or any other pre-prepared materials. Sandbox
style gaming just means that the players can choose to leave the module/adventure
at any time they like. I regularly sprinkle pre prepared modules into our
campaigns, and they work well.
5. Because there isn’t
an overarching, planned out plot, and the referee isn’t telling the players
what to do, the players will get bored
This couldn’t be further from the
truth. Yes, having an overall planned out plot allows the referee to drive the
game forward, and it can certainly be a hook to draw in players, you don’t need
this to interest players in the game. Players are invested in sandbox style
games because they maximize agency and consequentialism. Player
actions and the consequences of those actions drive the game, so they have an
immediate and visceral stake in what happens at the table.
6. Because the game is
not planned out by the referee, the players will get stuck
I was initially worried about
this, since I didn’t have a plan, maybe the players wouldn’t know what to do.
However, the game world doesn’t just sit there, inviolate, while the players
stand around doing nothing. Just existing in the game world is dangerous, this isn’t
Papers and Paycheques after all. Monsters lurk all around, nefarious factions
work in the background, old enemies resurface. Even if the players had no idea
what to do something in the environment would prompt them to action sooner or
later. I haven’t found this to be an issue; players always manage to come up
with something to do!
7. Improvisation is
hard, so the referee might not be able to come up with a response to player
actions
Improvisation is a skill, so this
is a real concern, but there are some straightforward solutions. First, if the
referee can’t decide between options, they can simply roll dice to choose
between them. Second, if the referee can’t come up with an option, they can
listen to the table talk amongst players and riff off of that. I’ve “stolen” the
explanations that players have floated at the table more times than I would
care to admit, inspiration can come from anywhere! This concern transcends sandbox
style play, every style of play will have to respond to player actions, so it
isn’t really a concern specific to the playstyle.
8. Improvised sandbox games won’t have the depth or atmosphere that pre-planned adventures have
I used to worry about this one a
lot, if I’m riffing off player actions at the table, as opposed to keeping the
players on track to go through a well-prepared adventure, won’t they miss out
on something? What I’ve discovered is that players often miss the “cool”
aspects of your adventure and end up engaging with the things you find the
least interesting or important. The sheer number of encounters that end up “on
the cutting room floor” due to player decisions is wild.
Not only that, but you can still
(as mentioned above) use published modules and adventures with all the detail
and atmosphere you like in a sandbox style game.
9. Players will waste too
much time deciding what to do if they aren’t actively directed
This particular concern is group
specific. There will be groups who like to debate options and are indecisive,
as well as groups who are decisive and focused. But in either case, if the
players can’t make up their minds the consequentialism of sandbox style
gaming and the dangers inherent in the setting will get things going soon enough.
10 . Because the referee
hasn’t created an engaging overall plot, “BBEG” and deep planned out
connections to the various player backstories, the game will be less engaging
One of the greatest tragedies of
modern TTRPG gaming is the idea that the campaign has to be connected up to the
tragic backstories of each player in order to have them invested in the game.
In my experience, a sandbox style
game that stresses agency and consequentialism the players are
deeply engaged, as they are dealing with the consequences of THEIR ACTIONS. Yes,
a big plot element (“THE END OF THE WORLD”) can create engagement, but allowing
players to drive the action creates it’s own powerful form of engagement. It
also creates immersion, as it mimics the real world, where actions have
consequences.
I’m sure there are more, but these represent the most common
complaints I’ve seen about sandbox style gaming. I'll make another post about the advantages and disadvantages of the playstyle.
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