| Versanus |
Preface: I've been playing a sandbox campaign with the same group for about 4 years now. The problem is that the sandbox feels as though it's made of rock rather than sand. The bounty boards never seem to refill, there are large unexplored patches of the map that we can't enter unless we have an expensive "guide." If we try, the dm threatens our demise (tempted to try him on that, but I'm not interested in conflict). He has a few passive quests that don't actually come up, like finding cult activity. Entire months in game and out of game time can go by without combat (not necessarily a bad thing, but the lack of XP is painful). And the dm insists there is stuff to do, and we just have to find it. We've toured every town and did the traditional ask for rumors thing turning up nothing.
I'm good friends with my dm, so I don't want to tell him his campaign feels rigid, dead, and not tailoring to the players. So I want to see what I can do myself. I recently retired my last character that I played for 2 1/2 years and I'm bringing in a Mesmerist. I was thinking of making some backstory where he is obsessed with finding someone else with psychic magic to learn from, so he searches through the uncharted lands. Problem is, say I find the tribe of psychic magic users and my personal quest is now over. Now what? I don't really know what else to do after that, and I don't want to get stuck in the trap of just delivering packages every session (what we do when the group has no idea what they want to do). Any ideas?
I have tried to talk to my dm about how it feels to play the campaign, but we have differing ideas on how to run one. I'm not willing to say his or my ideas are better as I'm sure more creative people would still have fun in his campaign.
TL;DR: Played in a sandbox campaign for 4 years and don't know what to do now. What should I do?