Experience / Advice with Sandbox / Puzzle / Elements style gameplay?


Advice


Hi! I want to do a campaign that's focused on exploration, complex problems, with a lot of options presented for players to try to overcome those obstacles... and apply that sort of style of problem solving to combats and things other than ancient relic puzzle things. I don't want to overdo it, because that could make combat more about finding the right 'button' to press among a hundred and take the struggle out of it, but I feel like it could add a lot of depth to gameplay.

Like, I'd want to present several objects and features which the players could think to manipulate to help aid them in their tasks, which aren't always straightforward... does that make sense?

I'm wondering if there are any tools out there or materials that exemplify this style of gameplay I want to emulate, or if any of you have any GM'ing experience with this sort of thing? Any pitfalls or things to look out for?

I want to present complex problems to my players to which the right answer is seldom "just hit it, really freaking hard." And I want to do it as well as I can, which your wisdom could help me do.

Thanks in advance people :)


Justin's a better write than I am, so go read the Alexandrian about sandbox-type games.

You need factions, and those factions all need to have resources and goals. That way, they're not static, they're dynamic entities by themselves, pushing and pulling, working toward their own ends.

PCs are part of that world, but it can now react to them. And if they prove to be unpredictable and violent, then others will agree that they should go.


I'm sorry , the Alexandrian?


Here you go,

http://thealexandrian.net/wordpress/4147/roleplaying-games/dont-prep-plots

Seriously, he's very good. Gnome Stew is also worth a read, as is Angry DM. Google em, they'll turn up.


Angry DM is legit. Thanks for the tip!


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That Other Guy wrote:
Hi! I want to do a campaign that's focused on exploration, complex problems, with a lot of options presented for players to try to overcome those obstacles... and apply that sort of style of problem solving to combats and things other than ancient relic puzzle things. I don't want to overdo it, because that could make combat more about finding the right 'button' to press among a hundred and take the struggle out of it, but I feel like it could add a lot of depth to gameplay.

The solution to having lots of complex puzzles, but not requiring a specific button to be pressed is to not choose the correct button ahead of time.

As GM, I often come up with problems for my players to solve. In an effort to not railroad, I might imagine a couple different ways to solve it, but sometimes I don't come up with any solution. Instead I present the players the problem and let them react to it. I let them be creative and come up with ideas, but I rely on the die rolls to inform me when the problem is solved.

Another thing, when puzzles are plot important, change what failure means. Normally, failure is often discussed in terms of stopping the action. Failure to pick a lock means a door remains closed and an alternate route now needs to be discovered, but sometimes there isn't an alternate route. My suggestion would to instead be prepared to alter the story.

Example: The kings crown was stolen and is in a locked room. The PC's fail to pick the lock. Instead of the door remaining closed, one of several things happen:

1) Guards/monsters come along while the players struggle with the lock. Essentially the failed roll increases the difficulty of the adventure by adding an encounter.

2) The crown is gone, someone beat them to it, either a thief or someone else who is going to take credit, or whatever fits the story.

3) The crown is now trapped, making the room more dangerous.

4) The players learn something new in that room, but it's not helpful. Like they learn why the bad guy stole the crown, but knowing why only fills them with dread.

In a sandbox game, I like to be prepared to change and alter the game to accommodate both player craziness, and to give myself the opportunity to add things at the spur of the moment like this. I keep as much of my story planning vague and overarching as possible so that I'm not tied down to specific details. I may have details written down, but I'm not afraid to change them.

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