How to handle derailing players who lack any initiative for a sandbox?


Advice


Basically one common ongoing problem I have is I try giving my players a rich world with tons happening in it at once for them to potentially explore and discover, but they lack any initiative to do even the most simple of investigations to discover this.

So I deviced a small group that would do all these things and regularly contracts players with mission/quests for them to do. The thing is, they have a habit of treating them terribly so of course they stop providing missions.

Then they proceed to flop around like a fish out of water. They'll see something fishy going on and go "hey, something's going on, let's go around it" and never look back.

I'm completely bewildered what to do. I give them guides and they chop off the hands. I don't and they seem to try their hardest to avoid anything. I could understand if they avoided combat, but they literally avoid investigating -anything- of oddity and the moment they see someone else on the road they hide. Yet aren't afraid of randomly making a enemy of guilds and orders filled with knights and fighters.


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Start by limiting certain feats/class abilities that can be learned by the players, that is if they want to learn them when they level up or retrain, that they have to find your NPC trainer who may or may not have a mission for them to do first.

Make the mission personal I guess, items stolen from PC's as they slept, annoying NPC or creature that harasses them non-stop at night, cases of mistaken identity for 1 if not all the PC's, etc...


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Talk to the players. Find out why they're doing this. Trying to deal with it in game without understanding what the players are thinking isn't going to work.

Sovereign Court

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These folks sound like sandbox isnt their thing. You are probably going to have to be proactive and bring the adventure to them.


Pan wrote:
These folks sound like sandbox isnt their thing. You are probably going to have to be proactive and bring the adventure to them.

Roughly what I was about to say, but I was gonna be a tad vindictive: have everything they ignore and avoid bite them in the ass, bandits attacking a caravan that the players avoid? Have a survivor recognize them and accuse them of being part the bandit group.

Grand Lodge

Pathfinder Starfinder Roleplaying Game Subscriber

These players don't fit your style of GMing. Sometimes you simply have to accept that and either change your style or cut your losses.

Sovereign Court

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thejeff wrote:
Talk to the players. Find out why they're doing this. Trying to deal with it in game without understanding what the players are thinking isn't going to work.

This of course.

It might help to get your players to tell you what their characters want. Are they adventuring for gold? Power? Revenge? The thrill of battle? Protecting the innocents?

It's quite possible that your players never really thought about it, that their characters don't have any motivation at all. It might as well be "I don't actually want to be a PC". Then you have to make it clear to the players that that's not acceptable. They have to be motivated by something.

Once the characters have motivations and desires, and you know them, things become a lot easier.


First off, you can absolutely always expect players to not do what you expect. Secondly, they will hardly ever uncover the rich deep back story you have painstakingly created.

That said, having the back story is still useful. It lets you easily determine what happens in response to the PCs actions (or inaction) and lets you keep the world running.

The big thing I think in running a sandbox is to make sure that the consequences happen. If they make enemies of someone powerful, their should be consequences. Hopefully you can arrange it so that those consequences don't kill everyone and end the game, but they have to be serious and realistic.

Secondly, even in a sandbox it works best if their is a defined goal and overarching plot. Sometimes it works best if this is a collaborative effort between the GM and the players outside the game itself. If you are wanting a murder mystery, but your players are focused on a just killing things, you probably won't have a successful game. Find out what your players want as a whole, make sure that everyone has a character that will more or less work toward similar goals, and then supply them with hints that will get them to the adventure they want. And make sure to have extra hints, because they will miss some.

The big though is make sure you are building the adventure they want to have, not trying to force them into the adventure you want them to have.


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So your players basically act like commoners?


Ascalaphus wrote:
thejeff wrote:
Talk to the players. Find out why they're doing this. Trying to deal with it in game without understanding what the players are thinking isn't going to work.

This of course.

It might help to get your players to tell you what their characters want. Are they adventuring for gold? Power? Revenge? The thrill of battle? Protecting the innocents?

It's quite possible that your players never really thought about it, that their characters don't have any motivation at all. It might as well be "I don't actually want to be a PC". Then you have to make it clear to the players that that's not acceptable. They have to be motivated by something.

Once the characters have motivations and desires, and you know them, things become a lot easier.

To be honest I've never had much luck with sandbox games. Or much interest in them really. As a player at least, haven't really tried as a GM.

I really am curious what kind of motivations for characters work best. It seems to me they have to be pretty generic, so that you're willing to just go and handle whatever comes along and weak enough so you can drop anything that seems too dangerous.
Which usually seems to default to "Wants gold". Sometimes for good and interesting reasons, but it still doesn't excite me as a motivation.
Revenge isn't likely to have you going off to do random missions and it's also likely to push you to risk too much when actually pursuing the target. Protecting the innocent and the thrill are both likely to get you in over your heads if you and the GM aren't careful.


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thejeff wrote:
Talk to the players. Find out why they're doing this. Trying to deal with it in game without understanding what the players are thinking isn't going to work.

Agreed. However, there can still be an issue. My group continually says they want a sandbox campaign since that is what 'everyone' wants. But they are horrible at it and have no fun when they are in one. They dither around, make no progress at anything, get bored, start bickering, then PvP usually ensues. They actually enjoy a fairly railroad-ish plot that has quite a few options.

First, drop the terms sandbox and railroad. Don't let them use the terms either. Everyone seems to have a different idea of what the terms mean. Plus the community has established a false positive feeling for sandbox and a false negative feeling for railroad that really have no correlation with whichever definition is being used.

Second, ask them, "What do you want to do? No don't use an ill defined generic term. What specifically do you want the campaign to provide?"

Many players I know merely want choices. Not complete openness.


Sandbox games require more backstory from the characters. If you just let your players show up with already filled out character sheets and start them in a tavern it is gonna go poorly. As a GM you need to know who these people are and what they would be doing day to day, then the world can start reacting to them to get them used to the style and then have something dramatic happen to spur the action. As a player the most memorable sandbox characters dream big. I have played an Abjurer who had the goal of running the biggest trading company in the world, and he worked out great. I have seen other people flounder when their character motivations are simple like "I wanna get rich" or "I'm bored." Good Luck.


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ElterAgo wrote:
thejeff wrote:
Talk to the players. Find out why they're doing this. Trying to deal with it in game without understanding what the players are thinking isn't going to work.

Agreed. However, there can still be an issue. My group continually says they want a sandbox campaign since that is what 'everyone' wants. But they are horrible at it and have no fun when they are in one. They dither around, make no progress at anything, get bored, start bickering, then PvP usually ensues. They actually enjoy a fairly railroad-ish plot that has quite a few options.

First, drop the terms sandbox and railroad. Don't let them use the terms either. Everyone seems to have a different idea of what the terms mean. Plus the community has established a false positive feeling for sandbox and a false negative feeling for railroad that really have no correlation with whichever definition is being used.

Second, ask them, "What do you want to do? No don't use an ill defined generic term. What specifically do you want the campaign to provide?"

Many players I know merely want choices. Not complete openness.

That's pretty much the category I'm in. I want there to be an overarching plot, at least in the sense that there is a villain (or antagonist or antagonists) who has plans we'll need to deal with, but I want our options for dealing with that to be pretty wide open.

In generic terms, there's a lot of space between sandbox and railroad and that's where I like to play. They're different ends of a spectrum, not the only options.


The call knows where they live.

If you don't go out adventuring the adventure finds you.

Sovereign Court

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I think most people are happier on a "sandpath" adventure than in either a sandbox or on a railroad.

Sandboxes are hyped a bit, because if you ask people if they'd rather be "an original thinker" or "a passive sheep", they're gonna pick the former. (Yes, we're all individuals.)

But a true sandbox requires players to make the story. They have to pick goals and push at them. That may mean that they invent a backstory full of story hooks, and then focus on pursuing those. Everything else in the sandbox will be interpreted based on whether it's relevant. This means players take charge a lot.

Some people I play with actually do that. But they're quite rare. And if they're in a sand-less game, they tend to get unhappy because the GM won't engage with their input, because the GM is focused on his own story.

Most people need some more "handholds". I myself find it hard to roll up a new character with goals and story direction, if I don't really know much about the campaign world. It's hard to fight against injustice if you don't know if there is any injustice going on and where it might be. Likewise, seeking treasure can be hard if the GM is on a "realism" kick with no obvious treasure-filled ruins lying around. It's a bit about handholds that the players can grab hold of, and handholding them as a GM.

And on the far spectrum there's railroad, in the nice and not-nice variety. A nice railroad is like a city trip, where you have some interesting scenery between stops. And when you reach another city there's some new tourist traps to stumble into. And then it's time to get on the train again. This is basically what PFS is like, and I imagine the APs too, especially if GM is ready to roll with PCs going on side-trips now and then.

TL;DR: most people don't do well in a true sandbox, but they can fare well on a "sandpath" that doesn't lock them into a true railroad but does provide some structure and long-term goals.


HA! Just let them continue on their way and when like 5 sessions have gone by and they've done nothing and are scratching their heads wondering why they are still level 1's you can toss a fishing hook on the table and tell them you didn't realize how blatantly you were gonna have to show them the hook so that they would take it.


I think I'd have to sit in on a "real" sandbox game someday. Or read an online PbP. Fundamentally, I don't get how they're supposed to work. Some odd combination of strongly driven character with their own goals and a complete willingness to drop anything that looks too dangerous.

The Exchange

I'd chip in for talking to your group and finding out what the characters, and the players, want from the game. It sounds like they don't want to do investigation, and you do. Figure out what everybody wants and then shift things about so that it works out, otherwise nobody is going to have fun. I actually just spent a few hours recently writing up what I want from a group I run for and the game I run, and realized that the campaign I was trying to run just wasn't working. Turns out it isn't working for the group either, which is why they aren't enjoying it, which is making the sessions suck, etc. I'm gearing up to start a new campaign and this time we'll be sitting down and discussing what we, as a group, want from the game. I have some ideas for stuff that will happen pretty much regardless (unless something better comes up) and some stylistic things that I want (because it's not just about the players)

I've also been struck by something about "sandbox" games while reading all of this. As far as I know it, the term comes from video games (and it may have originated in tabletop games, I'm not sure) and I think when people say it they're referring to games like Skyrim, or Fallout. The thing about those games is that, yeah, you can wander aimlessly and have fun, but the point is that you can go do things you should or can do in the order you want to. You can spend 80+ hours taking over the thieves' guild in Skyrim without ever doing a single storyline quest (I gotta do the assassin's guild next on my quest to run all crime in Skyrim). Or you can wander around finding things.

I think in a tabletop situation, because it will never, ever be worth your time to create as much stuff as you can find in Skyrim, you should create a few different adventure seeds and allow the players to choose where to go. Think of it more like a hub town system: the players have freedom to do things in the order they want, but not to do just any random thing. You aren't a computer, so you can't react to all of their crazy stuff, and those sandbox game have limits too. Try and make some (or all) of those seeds things that the players have expressed interest in doing, and it will feel more "sandbox" to them.


Zeeky wrote:

Basically one common ongoing problem I have is I try giving my players a rich world with tons happening in it at once for them to potentially explore and discover, but they lack any initiative to do even the most simple of investigations to discover this.

So I deviced a small group that would do all these things and regularly contracts players with mission/quests for them to do. The thing is, they have a habit of treating them terribly so of course they stop providing missions.

Then they proceed to flop around like a fish out of water. They'll see something fishy going on and go "hey, something's going on, let's go around it" and never look back.

I'm completely bewildered what to do. I give them guides and they chop off the hands. I don't and they seem to try their hardest to avoid anything. I could understand if they avoided combat, but they literally avoid investigating -anything- of oddity and the moment they see someone else on the road they hide. Yet aren't afraid of randomly making a enemy of guilds and orders filled with knights and fighters.

Let them. Sit back and amuse yourself with thoughts on how powerful they could be and what their missing. When they fail to level they will get the idea,also when they get stomped by town guards for playing up.

It never hurts to set up an alternate npc pc group that does what they won't. When they see a group - great mates with your guides, friends of all the guilds and orders who are binged up, loved by all, higher level and unbeatable (make sure they are all maxed with great initiatives) who go around with the hottest girls and have VIP parties and treatment (rose petals thrown at their feet) they might change their tune.

Just remember if PCs act like commoners and bullies threat them like npcs - have no issues stomping them, do them no favors. It might take a game or two but you will all be better of for it.

Tough love - dogs need training.


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Ascalaphus wrote:

I think most people are happier on a "sandpath" adventure than in either a sandbox or on a railroad.

Right, Give them quests. Give them several quests, and let them pick and choose. They can even ignore one.

This way they are on a path, but not a railroad.

Dont punish them. Talk to them like adults.


To the OP: I agree with other posters that this is something that should be discussed with the group ooc.
Simply asking them "what does your character want?" Or "what do you want from this game?" -Might do it.
If any of them answer any version of the sentiment "I dunno" then ask them why they are here.

Explain that this game is a joint effort and that it's not soley your job to entertain them - they aren't paying you, this is something you do for fun, not your job.

Be nice about it but strict.

Both as a player and a gm I get annoyed with "passive" players - if they're not contributing they are just wasting others time.

I actually have a similiar problem/situation with my group: they seem to prefer railroading almost more than I am comfortable with. As a result I've changed my playstyle:

1: cut down any form of "shopping"-time to the bare bones, this ain't diablo, I ain't a random item generator.
Once the group spent 4 hours shopping, and the result was a couple of alchemist fires, a composite longbow, some rations and 2 healing potions. WTH?!

2: Never let a plot run it's course to the end without having a new plot ready to jump directly to. Also having an overaching main plot can give the group a default direction to head once this chapters villian has been smited (smitten? Smoted?) Also don't be afraid to derail any plot you have with with an inspired sideplot.
Your princess is in another castle, the castle is on an island, look pirates!

3: make all quests and encounters in a modular fashion - meaning that anything that gets "walked past" or isn't even noticed by the players can be reskinned and inserted into a different part at a later point.
Turns out those evil cultist that they didn't even notice were killing ppl were taking them back to their underground temple - in the dungeoncrawl we just started.

thejeff wrote:
I think I'd have to sit in on a "real" sandbox game someday. Or read an online PbP. Fundamentally, I don't get how they're supposed to work. Some odd combination of strongly driven character with their own goals and a complete willingness to drop anything that looks too dangerous.

I once had the pleasure of doing this with a group.

it was a Vampire game and by quirks of fate we had players dropping in and eventually out for good leaving just 2 core players abd the gm.
the plot started with some basic "the sheriff needs you as right hand men to get info for him 'n stuff"-kinda plot.
But as we played and got comfortable we started going outside the set tracks and picking our own enemies and allies.
Eventually the gm admitted that he had stopped making quests a good while ago and was more than busy enough with following the agendas and quirks we made for our characters.

A combination of a small group, veteran players who trusted each other, regular gaming and a setting that everybody liked led to an awesome gane.


Some of that most wise advise for writing can also be applied to GMing.

When you're stuck, with nowhere to go, ninjas attack.

This is pretty much what Undone said-- if they're not going to adventures, the adventures start coming to them. They beat off these ninjas but don't put any work into figuring out who they are, or where they came from, or why SUDDENLY NINJAS?

More ninjas. Better ones this time-- the level 2 mooks. Repeat until they do something about it.

Obviously you don't have to use actual ninjas. Anything from ninjas to a cyborg catgirl demon stripper to psychopomps to a horde of rabid badgers can work. But for whatever reason, the PCs have been targeted.


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When I GM either it is published material with no changes, or I only write encounters, no plots. I figure that if the players spent hours making their characters, they know what those characters want to do. I get heavy handed at character generation making everyone figure out how they know each other and why they are together, no exceptions. It is not my responsibility to keep the game from turning into 5 solo adventures, I can split time so they each are onscreen 20% of the time, many players hate this so we always talk it over before the game. Reacting to all their crazy stuff is most of the fun of being the GM for me. I love it when I set them up for something and they get fixated on a red herring, or take an unexpected heel turn, or basically anything that doesn't anger the other players. Sandboxes aren't for everyone, but that's how we grew up playing and I still feel more comfortable that way. I do have to say I am starting to get into scenarios and modules more as I play them under good GM's.

The Exchange

Gregory Connolly wrote:
...or I only write encounters, no plots. I figure that if the players spent hours making their characters, they know what those characters want to do. I get heavy handed at character generation making everyone figure out how they know each other and why they are together, no exceptions. It is not my responsibility to keep the game from turning into 5 solo adventures...

This is pretty appealing to me (or at least using it to some extent). What's your character creation process like? Any tips on running this kind of reactive game? Or good articles, blogs, or whatever about the same?


Undone wrote:

The call knows where they live.

If you don't go out adventuring the adventure finds you.

I'm all for that option. Unless you can talk them into acting more to your liking then anything requiring investigation will end up like you already mentionned.

What you need is not a "mystery" adventure, but a "cataclism" one - they try to avoid things? Make that the right thing to do - make things try to come after them.
Enemy nation invading? Incursion from some horrid beast host? Panic on the streets? You can even have it be a consequence of their passiveness - they had a chance of stopping it from happening, they could be heroes, but they wasted their chance. Now The Unspeakable will come and they will be the victims. Now they will have to keep running and hiding just to stay alive and find a solution before there's nowhere left to run or hide.

If they try to derail that they'll just run into something WAY out of their league.
I wonder how fast would that campaign about the Worldwound Incursion end if the players insisted of charging the head demon head on instead of panic and run


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Everything LuxuriantOak said is spot on in my experience. I put together a sandbox where there was a city in really bad shape and the PCs had opportunities to explore and repair the town. Every time I threw them a plot hook they acted like I was confusing their primary and being a pain in the neck. Some guys just like to have one objective on the list at any given time.

Eigengrau wrote:


Start by limiting certain feats/class abilities that can be learned by the players, that is if they want to learn them when they level up or retrain, that they have to find your NPC trainer who may or may not have a mission for them to do first.

I think this is a fantastic idea, and personally enjoy stories with built in restrictions and rewards, but make sure your PCs are comfortable with it first. In my experience, players can feel pretty entitled to being able to multiclass/train/buy however they want, and your katana-wielder might get real ticked off if you tell him he has to rescue the sandbox's sensei before he can take weapon focus.


DocShock wrote:
Eigengrau wrote:


Start by limiting certain feats/class abilities that can be learned by the players, that is if they want to learn them when they level up or retrain, that they have to find your NPC trainer who may or may not have a mission for them to do first.
I think this is a fantastic idea, and personally enjoy stories with built in restrictions and rewards, but make sure your PCs are comfortable with it first. In my experience, players can feel pretty entitled to being able to multiclass/train/buy however they want, and your katana-wielder might get real ticked off if you tell him he has to rescue the sandbox's sensei before he can take weapon focus.

Yeah, I personally hate those kind of restrictions, but that's largely because I like larger plot arcs and more character centered goals and hate putting more important quests on hold because I've reached a new level and have to go find a trainer.

In a complete sandbox, where there weren't more important things to do or they could be put on hold indefinitely as needed, it might not be so bad, but I'm not really interested in a game where there aren't important things to do.


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kestral287 wrote:
They beat off these ninjas...

*chuckles*

Grand Lodge

I've done a sandbox campaign (set in a superhero university) that is coming to an end. Part of the reason that it is coming to an end is that the plot is fairly complex, and a lot of our players have had trouble keeping track of stuff. The other issue is that I have a couple of players willing to take initiative and follow things up, and a bunch of other players who just follow along for the ride. The followers ignore and avoid every clue and story hook that comes their way, but then they feel annoyed when the story becomes all about the people who are actually doing stuff and interacting with the world.

So here are the lessons that I've learned.

Things we did right:


  • We required a backstory and gave them extra points for it.
  • We built plothooks into people's backstory and disadvantages.
  • We had every plot interlink with at least two other plots, so if people did not follow up with one hook, we had another way of progressing the story.
  • We had a mechanism that required everybody to participate in certain class exercises. It worked a bit like your agency, but it was a superhero class called "TEAM: Targeted Exercises and Missions."

Things we did wrong:


  • We made things too complicated. The only players tracking the plots were also the only people who were proactive. The followers were lost.
  • We did this with too many players.
  • The stories kept tilting naturally towards the proactive players, and no matter what we did, we couldn't prevent the followers from feeling left out.

Oddly enough, all our problems are with the adult group that we are running through the world. We are running a separate game for teens that is going great because they leap into every storyline and follow stuff up. They're not cautious like the adults. They just go forward.

Hmm


thejeff wrote:

To be honest I've never had much luck with sandbox games. Or much interest in them really. As a player at least, haven't really tried as a GM.

I really am curious what kind of motivations for characters work best. It seems to me they have to be pretty generic, so that you're willing to just go and handle whatever comes along and weak enough so you can drop anything that seems too dangerous.
Which usually seems to default to "Wants gold". Sometimes for good and interesting reasons, but it still doesn't excite me as a motivation.
Revenge isn't likely to have you going off to do random missions and it's also likely to push you to risk too much when actually pursuing the target. Protecting the innocent and the thrill are both likely to get you in over your heads if you and the GM aren't careful.

"Wants gold" is a default for pretty much all adventures ever, even if the gold is a stepping-stone for something else or stretching the definition of "gold" to magical treasures of other sorts it's still greed with a specific goal.

My last 5 characters' motivations:

-A Ratfolk ("nezumi") theurge on a quest to gather power, craft an army of constructs, and use a combination of economic and military power to unite/conquer her people and raise them out of barbarism. Currently helping some other dude build up his kinda-adopted dwarf clan build up their strength into a territorial power so the Zhentarim will decide they're too tough to pick on. They're basically "practice" before she goes home and tries it solo.

-A Forlorn elf, creating magical items and constructs to try and work through his intense sense of alienation because literally everyone he had ever known was dead (time distortion, lost a few thousand years) and looking for a purpose in a world he no longer fit in. Rolling with an adventuring band and keeps having bittersweet moments of intimate emotional connection with strange ladies of other species that they meet, like the undead dragon who is doomed to guard a demiplane for eternity or the Sphinx who is duty-bound to return home (far away) as soon as they find a way out of the aforementioned demiplane. Possibly going to become a supervillain someday.

-A wanderer. Having spent the majority of her life on the road she likes to keep moving and seeing new things, and with her father currently in hibernation she is finally stepping out of his shadow and taking a walk without dear old dad's fistful of hit dice and power at her back. She sort of fell into a protector role of a benighted township, and is sticking with it because she can't bring herself to abandon them. Is assisting another adventurer (local boy) in building up the town's economy and defenses as part of the "help them protect themselves" theory.

-A hunter who wants to help the rest of his family (other adventurers) do their thing but also has a long-term plan involving training and breeding a flock of Hippogriffs and a mercenary company of riders who will own the skies. Needs an aerie, a steady source of requisite supplies, and breeding stock for the flock. Has to crush any nearby threats to the above, and gather the money to build it. Is NOT, in fact, named FAQ.

-An adventuring Drow cleric (shield-bash build) teamed up with a slightly retarded and slightly insane duergar druid that was obsessed with dinosaurs. Motivation was hilarity as we had a comedy-duo thing going and it was a one-shot PFS module. I was the straight-man to the Duergar's weirdness with Create Water cantrips and Dinosaur wildshapes in place of pies to the face and similar wackiness.


boring7 wrote:
thejeff wrote:

To be honest I've never had much luck with sandbox games. Or much interest in them really. As a player at least, haven't really tried as a GM.

I really am curious what kind of motivations for characters work best. It seems to me they have to be pretty generic, so that you're willing to just go and handle whatever comes along and weak enough so you can drop anything that seems too dangerous.
Which usually seems to default to "Wants gold". Sometimes for good and interesting reasons, but it still doesn't excite me as a motivation.
Revenge isn't likely to have you going off to do random missions and it's also likely to push you to risk too much when actually pursuing the target. Protecting the innocent and the thrill are both likely to get you in over your heads if you and the GM aren't careful.

"Wants gold" is a default for pretty much all adventures ever, even if the gold is a stepping-stone for something else or stretching the definition of "gold" to magical treasures of other sorts it's still greed with a specific goal.

Honestly? Not really. It's fairly rare in fantasy literature, though certainly not unheard of.

Even in gaming, it's pretty strictly tied to D&D and its heir's where gold is tied directly to character growth. (originally through xp and now through WBL).
Even in PF in AP style games, it's often very much secondary to the main goals and plot of the game. I very much prefer it that way. New toys to play with are needed and fun, but I prefer to be stopping my enemies and getting the loot incidentally, rather than worrying about treasure.

Interesting characters though. All in sandbox games? (Other than the one-shot Drow.) The Ratfolk and the hunter seem more like what I'd expect for a sandbox, while the others would fit in more directed games.


It's tied to anything that is a game with power growth. Which is nearly all games. Aaaand anything that's a sandbox instead of a direct-thread plot. Even if you have an overarching goal of "overthrow the evil empire" you tend to have a lot of "gather resources/win territory/gain allies" quests.

The characters were 1 AP, 1 AP with sandbox elements, 1 one-shot, and 2 free-for-all sandboxes.

Also none of them were really *my* story. I was always one of the tag-alongs.


boring7 wrote:
It's tied to anything that is a game with power growth. Which is nearly all games. Aaaand anything that's a sandbox instead of a direct-thread plot. Even if you have an overarching goal of "overthrow the evil empire" you tend to have a lot of "gather resources/win territory/gain allies" quests.

If you expand it to "gain allies", I suppose.

I consider "Wants gold" to be a lot more specific than that. In PF gold is tied directly to power growth. In other games, much less so. When power is linked just to experience and gear is either less significant or paid for with build points then loot becomes much less important.
My Amber characters never worried about money. It was pretty much there for the taking, but couldn't buy you anything of Real value. Even in more down to earth games like Fantasy Hero or Barbarians of Lemuria, gold was a short term reward, usually drunk through at the tavern instead of invested in magic.

Maybe that's part of my reluctance to play strict sandbox games. "I want to build a huge powerbase" isn't really something I'm interested in as a base motivation.


Well, what *are* you interested in?


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Odraude wrote:
kestral287 wrote:
They beat off these ninjas...
*chuckles*

Hey, a victory is a victory. I'd give exp for it!


I don't have any advice, but learned what sandbox and railroad mean, and for that, I'm glad I read 1/2 of the thread.


Don't put work into the game if they won't do the same. Ask them if they really want to play the game or just have character sheets to oogle at.

Are your players relatively young? Have they ever had characters die in a campaign before? I remember during my first days of DnD and other paper/pencil RPGs, it was sometimes easy to have all the fun just making some characters and not really wanting anything to happen to them.

And/Or the players may be the kind that treat the game as a kind of passive challenge by the party to the GM to "do" something to them and see how well they can avoid what you're "doing" to them. That's probably why they treat the guides/mission NPCs badly - they're eliminating any chance of being tricked or backstabbed, however small it may be. The fact that they devolve into PvP and avoid GM-generated combat tells me that they are overly protective of their characters and personalizing it all too much.

Like others have said - ask "What is it you want to do?"


Derailing a sandbox, huh? Interesting choice of words. Though it sounds more like their dodging than derailing. Ask them what they want from the game.

For sandboxy play player investment is crucial. Detailed and interwoven backstories help. They need to connect with the world. Giving an anchor from the start helps here, like having them running an inn together

Also have stuff happen to them that can't be completely dodged. NPC friend dies, zombie attacks, war in the land. Or think about the effects that their dodging could have, and later present them the results. Neighboring town wiped out. PCs sister kidnapped or sick.


boring7 wrote:
It's [gold] tied to anything that is a game with power growth. Which is nearly all games. Aaaand anything that's a sandbox instead of a direct-thread plot. Even if you have an overarching goal of "overthrow the evil empire" you tend to have a lot of "gather resources/win territory/gain allies" quests. ...

That is mostly an example of gold as the means-to-an-end rather than the goal it self.

The goal "overthrow the evil empire" and gold is just one of those resources needed to accomplish that goal.

Some players/PC's the gold is the prize. As in "Want to be the richest person in Magnimar. I want everyone to know it and envy me."

-----------------------------------------------------------------

I would also say really complex plots are more difficult for me now than they used to be.
When I was a teenager we played at least once a week for about 6 hours, I had more time to think about it between game times, and we as a group would talk about it outside of the game.

As an adult we play about once every 3 weeks for 3-4 hours, don't usually give it that much thought between sessions, and it almost never comes up in conversation.

So the stuff that my PC learned and experienced happened to him over the course of 2 days AND it is critical to his survival. So yes, he remembers it.
On the other hand I learned it over the course of the last 6 months of gaming and it is an enjoyable pastime. So no, I don't remember all of it.


I have an active sandbox game and this is what I have done. I've created a unique NPC character for each storyline I have. I run that npc in the group to help guide them through. Each storyline I break into episodes, and each storyline can have 3-5 episodes.

From their hub town they meet or are contacted by various npcs for each storyline and they go where they feel like. Initially they didn't look for things to do and expected me to feed them quests, but as I established 5-6 unique npcs each with their own storyline they slowly worked out of it.

One player is highly interested in my lesbian Paladin who is excommunicated from her church. (religious villians/zealots and demons)

One is interested in the Alchemist who is researching an ancient civilization. (travelling an "unexplored" land discovering mage towers)

One is interested in the Archeologist Bard who has discovered an ancient dam full of clockwork. (related to the ancient mage towers)

And about 3 or 4 more...

Now when they get back to town after each episode they've begun checking in with their "friends" and getting updates on the last few day/weeks that they've been out. They vote on what sounds the most interesting and pursue it from session to session. My "playlist" currently looks something like this:

Portals 1
Towers 1
Church 1
Portals 2
Ancients 1
Towers 2
Portals 3
Dam 1
Towers 3
Church 2
Ancients 2

I only plan each storyline about 1 episode ahead and just bank on them never wanting to do any in a row. I wave the time discrepancy between stories as nothing is ever time critical so nothing disappears or becomes unavailable.


To the OP: If your players don't have the initiative to play a sandbox game, the best advice I can offer is to not run a sandbox game. That's basically setting the group up for failure.

You can make an adjustable game, though--a sandbox game with clearly-defined rails that the players are free to leave at any time, possibly rejoining farther on down the line. Like most things in gamemastering (and life), it's a lot of work, but ultimately very rewarding.


I've got a sandbox going, too. (Kingmaker, in fact). I've taken to providing a framework for the players in the form of reports and such from their subordinates. My players have also cottoned to the fact that I run it as a living setting; if they don't do something about an adventure seed, the adventure seed doesn't hang out with a little exclamation point above its head waiting for them. Somebody else might pick up that adventure seed ... or the problem might become a bigger one.


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owenstreetpress wrote:
Gregory Connolly wrote:
...or I only write encounters, no plots. I figure that if the players spent hours making their characters, they know what those characters want to do. I get heavy handed at character generation making everyone figure out how they know each other and why they are together, no exceptions. It is not my responsibility to keep the game from turning into 5 solo adventures...
This is pretty appealing to me (or at least using it to some extent). What's your character creation process like? Any tips on running this kind of reactive game? Or good articles, blogs, or whatever about the same?

Character creation is a whole session. The characters need to be somehow connected. Family members, romantic interests, best friends, members of a guild, members of a military unit, having already saved each others lives, etc... Sandboxes will grind to a halt if the group doesn't trust each other. I suppose the mechanics side of it varies by campaign, but much like anyone else's. It doesn't have to be all the same bonds either. One campaign I played in the witch was dating the rogue who was the cleric's grand nephew, who had a devoted follower (the fighter) she had saved. Everything worked fine until a 5th player with an unrelated character was introduced and the party started infighting. There is really no easy way to get a group like this, you just have to find the players who get and like the style of game and try to keep them together. The stories are a lot crazier than what I would come up with on my own, but I do have to put in a decent amount of work after game putting stats on anyone or anything that is going to be seen again. It helps very much if you know the rules well enough to create NPC's on the fly, and are comfortable roleplaying a wide variety of them. I actually don't know of too much written advice I would recommend about this, one of my friends from childhood always remarks that most people play the game differently from how we grew up doing it.


Odraude wrote:
kestral287 wrote:
They beat off these ninjas...
*chuckles*

Did we just wander into a scene form La Blue Girl?

Liberty's Edge

thorin001 wrote:
Odraude wrote:
kestral287 wrote:
They beat off these ninjas...
*chuckles*
Did we just wander into a scene form La Blue Girl?

Nah, not enough tentacles.


thorin001 wrote:
Odraude wrote:
kestral287 wrote:
They beat off these ninjas...
*chuckles*
Did we just wander into a scene form La Blue Girl?

"Bow chika bow wow"

"Tucker how did you even hear that?"
"Its like spidey sense, I know where I'm needed."


I am amused that everybody is interested in the sex lives of ninjas but nobody says anything about the cyborg catgirl demon stripper comment. I actually made that character.

... She was also a ninja, but that's not the point.


Talking to your players about it is probably the best way: "I'm happy to make a sandbox game, but that requires you to take initiative," or...you can have people approach them to try to hire them for quests, more than one so they choose which one they'd rather do. Make sure the NPC's give them time to consider the offers so they can get more than one and then decide, which is still semi-sandbox.

If they turn them all down, then you really need a talk with them.

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