I came across a bizarre article by DM David yesterday on Sandboxes with the click-baity title “Why Dungeons & Dragons Players Don’t Love Sandboxes as Much as They Think.” His article uses an idea of a sandbox in a way that no DMs I’ve ever played with or who have written on the subject have used the term.
David seems to be using it to describe some sort of absolute free-for-all, nothing planned, no direction to go, the DM just runs with whatever the players decide to do at that moment. It’s nuts, so of course that notion of a sandbox doesn’t work and is not what players really want.
“Sandbox” in every case I’ve seen it used has meant a gaming environment populated with multiple locations to interact with and explore, as opposed to “Here is a dungeon; you are going to explore this dungeon; here is a town; when you’re not in the dungeon, you’re at the town.” The sandbox is typically full of toys; you can play in it and you play with the toys that are there. Sometimes you get more toys, which is always cool, or maybe you find a toy that was hidden under some sand.
Just because players enjoy exploring dungeons doesn’t mean that they’re not in a sandbox game or that they don’t enjoy sandboxing!
Yet David oddly seems to imply that there is some kind of ‘pure’ Sandbox that is devoid of adventure hooks for players to choose from.
“Herpty, derp, you put a castle to be explored in your sandbox? Looks like you’re going back towards the rails, friend!”
While there is some sound advice for open-world gaming in David’s post, it’s all derived from attacking a strawman notion of Sandbox gaming that doesn’t exist.
“I think seeding your sandbox with locations for PCs to explore may be pushing your story too hard!” said no ‘railroad-phobic’ player ever.
A sandbox may not have rails, but it has boundaries and things to do; David’s notion of a sandbox sounds more like a desert.
Anyway, ChicagoWiz has also written an interesting rebuttal to David’s piece.
Cirsova is five years old now. Not the magazine, but the website. Over the years, we’ve gone through several phases, covering a broad range of topics, the absolute least of which being the Cirsova setting itself.
At the heart of everything, though, has been fiction and gaming.
Feel free to peruse our archives to watch us evolve from a crappy blog to a slightly less crappy blog.
Meantime, I’ll make sure to update the publish date on my dead-man’s switch while I pour a 40 out for Shorty Monster who I hope is not dead IRL.
I’ve been reading Fritz Leiber’s Stardock, a Fafhrd & Gray Mouser story that mostly involves climbing up a big-ass mountain, and it’s got me thinking…
A lot of adventure fiction involves far more to it than easily modeled practical puzzles and combat; getting from point A to point B and traversing the obstacles in between makes up a good chunk of it. Unfortunately, it’s one of the hardest to model in game.
Fafhrd & the Gray Mouser don’t have near the trouble fighting bandits, thieves, and evil priests, pilfering ruined castles and temples, or escaping from the clutches of evil wizards as they do spending several days climbing up an almost sheer granite cliff-face, carving out foot and hand-holds with an ax, using grapnels, pikes, and pitons to climb around lips and overhanging boulders, and trying not to starve or die of exposure. Even without the ethereal fire princesses haunting them, mountain goats stampeding at them, invisible manta-ray riders hounding them, furry dragons harrying them, rival adventurers taking the occasional pot-shot at them, the duo have their work cut out for them just getting to the top.
The problem is, if you’re wanting to model an adventure after any of those “man against the elements” type stories, you’ll have your work cut out for you too. Overland travel is often one of the most hand-waved elements of Dungeons & Dragons; it’s hard to make it gameable. Rules exist for getting lost, determining weather and possibly even contracting disease, but getting lost screws up mapping (something DMs are loathe to do to their players, as mapping is challenging enough as it is sometimes), weather is window-dressing, and saving throws to not get sick aren’t much fun (and they’re a passive mechanic).
Outdoor Survival offers some excellent mechanics to mini-game overland travel, and it’s obvious why it would be used as core component of the original D&D system, but it offers little for the sort of adventure that involves a lot of climbing.
Thieves in D&D have some pretty impressive cooked in mechanics for scaling sheer surfaces that may be as much from Fafhrd & Mouser as they are from Jack of Shadows; if a thief can only use their thief skills with thief tools, could those thief tools include climbing instruments? Fafhrd & Mouser have some impressive gadgets they use which, while they don’t make the climb ‘easier’, make the climb at least possible.
So, you want to have an adventure with treasure on top of a mountain that players will have to climb, you want the challenge of climbing the mountain to be a significant part of the adventure, and you don’t want the climb to be just a series of rolls and skill checks.
This will probably take a lot of planning, because to make the climb gameable, you’ll have create unique challenges for the climb, and some of them probably WILL inevitably involve skill or stat checks.
You’ll want to do some research on equipment and specify what the players will have available to them, and possibly give them instruction on how to use it; if they know what it’s for, they’ll have a better shot at solving puzzles with them.
For instances where you DO need to rely on skill checks, have the result lead to a new situation that can be dealt with via problem solving; a gust of wind or a slipped hold might not result in the whole party falling off the mountain right away, but someone might come loose and need to be pulled up by others, or if someone ends up suspended free, they’ll have to figure out how to swing back to the cliff face and get hold.
Because it’s D&D, you’re probably going to want to break up the climbing with encounters; or even throw in some encounters during the climb. Having to fight off some bird or while clinging to a rock-face could create some unique challenges for players. But it’s likely to be lethal. This is the sort of adventure that has TPK written all over it; wrong moves mean death, characters can only carry with them the absolute essentials, and there’s no reward for making it part-way, so be sure that whatever you put on top of that mountain is damn well worth it.
- Do some equipment research; come up with some reasonable tools for the players to use plus some stuff that they can come up with their own tricks with.
- Create several specific challenges and mechanics to adjudicate them, including set-pieces challenges, encounters, and general progress challenges.
- Create general and specific weather effects: what will gusts of wind do to the climbers? How will snow affect climbing? How will you handle things like fatigue and exposure?
- Plot out your mountain; the ascent will be a chain of the challenges you create. To make things more interesting, offer multiple paths that branch between tiers, allowing players more agency over their ascent. Perhaps one ascent will appear more straight-forward but passes by the lair of a monster, while another ascent avoids it entirely but requires climbing up an overhanging lip.
- Be sure to give your players a few things to do and look at on the way up; a monster lair to explore or just a spot to set-up camp and recover (perfect for a spooky night encounter). And remember how I said there was no reward for making it part-way? If the players end up not wanting to throw their characters away, there might be some value at least in hunting beasts living in crevasses in the mountain; it is D&D, after all. Still, the real goal should be the summit.
Had some issues with the softcovers going live, but they’re up now.
Softcover copies are only $8.50!
We really need a good September, as the coffers are dry and we’re running on fumes! If you missed the Kickstarter and have been waiting for your chance to get your hands on issue 6, now’s your chance!
There’s been an unusually long delay in the softcovers going live on Amazon.
There are other copies listed.