Anonymous
6/16/2025, 2:50:44 AM No.95880100
So, I've been running a sandbox game for some 2 years now. It's been hit and miss, but I'd like to talk about the last session as an example.
Basically, the party were investigating this crazy monk that was giving people psychic powers to create a band of ruffians at his command, and they used divination magic to ask about his location. By the cryptic answer they got, they thought he was on the mountains, which he wasn't. I had planned some quests over there, so when they arrived, they found a somewhat realized place, but they didn't care one bit, they were just after the guy.
They didn't find him, obviously, but because the way they phrased their answers ("we are searching for a buff guy"), they ended up catching the wiff of an entirely different person.
Now, my problem is that I do not wish to force the fact that the guy was searching for was actually the guy they found. This wouldn't make much sense and would ultimately set a type of play where everything works out independently of their decisions, which isn't what I would want from a sandbox game. On the other hand, a session where my players just search aimelessly and find nothing is boring for them, even though it does make sense in-world. For me, it was painful, because they didn't pick on obvious clues (they found the hideout of a group that knew the guy's location but decided not to enter because the magic cryptic information is obviously more reliable).
What do I do in these kind of circumstances? This is the first sandbox campaign I run, and I'm tired of this shit. In a videogame, if you keep taking obviously wrong choices, it stops giving you useful feedback, but in a game like this, the fact they find more to do seems enough to keep them thinking they're on the right track. Maybe it's just not worth to give a million choices if it's ultimately just going to confuse.
Basically, the party were investigating this crazy monk that was giving people psychic powers to create a band of ruffians at his command, and they used divination magic to ask about his location. By the cryptic answer they got, they thought he was on the mountains, which he wasn't. I had planned some quests over there, so when they arrived, they found a somewhat realized place, but they didn't care one bit, they were just after the guy.
They didn't find him, obviously, but because the way they phrased their answers ("we are searching for a buff guy"), they ended up catching the wiff of an entirely different person.
Now, my problem is that I do not wish to force the fact that the guy was searching for was actually the guy they found. This wouldn't make much sense and would ultimately set a type of play where everything works out independently of their decisions, which isn't what I would want from a sandbox game. On the other hand, a session where my players just search aimelessly and find nothing is boring for them, even though it does make sense in-world. For me, it was painful, because they didn't pick on obvious clues (they found the hideout of a group that knew the guy's location but decided not to enter because the magic cryptic information is obviously more reliable).
What do I do in these kind of circumstances? This is the first sandbox campaign I run, and I'm tired of this shit. In a videogame, if you keep taking obviously wrong choices, it stops giving you useful feedback, but in a game like this, the fact they find more to do seems enough to keep them thinking they're on the right track. Maybe it's just not worth to give a million choices if it's ultimately just going to confuse.
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