[gurps] sandbox / open world campaigns
Kurt Feltenberger
kfeltenberger at yahoo.com
Sat Jan 3 12:27:20 CST 2009
Captain Joy wrote:
>>>> Are there any guides for creating sandbox / open world campaigns?
>
> I'm not very good at this, but the other GM in our group is. Based on
> my observations of him, I'd advise the following. Be aware this advice
> comes 2nd hand.
>
> 1. Expend to spend significant amounts of time and effort fleshing out
> your campaign world.
> 2. Come up with several big threads/arcs that are affecting the game
> world allow them to come to the attention of your PCs.
> 3. Provide your players with lots of background material so that they
> can make informed decisions.
> 4. Get your PCs to decide what they want to do next (e.g. via e-mail)
> *before* the next gaming session.
> 5. Have ideas in place to force the action if they seem bored or
> unsure about what to do next.
> 6. Have some exciting (random?) encounters at the ready to slow them
> down if they start down a path you're not ready for yet.
> 7. The motives of your NPCs is of paramount concern; you should alway
> be confident about who your NPCs will react to any situation.
> --
I've run this style of game since about three months after I started
playing D&D in the late 70s. My goal when I develop a campaign is to
have a couple big threads, several medium threads, and a fair bit of
small threads for the players to interact with. As a friend one said, "I
run a world when I DM, not some boring linear B follows A module." If
the players don't pick up the hints and rumors early on for the "big"
event, they'll get them sooner or later and the time crunch will be more
pronounced.
Usually I map out an area, create some towns, villages and a city or two
(if its fantasy, larger areas in slightly less detail if it's modern)
and create a number of NPCs. I have no problem creating NPCs on the fly
or developing new towns or encounters because I know my world. Some of
my best story elements have been developed this way and NPCs that were
created with 30 seconds of thought often become integral to the story -
more so than the ones I spent time and effort developing.
I've found, for me, that planning things out in detail often makes the
game behave like a car with wheels that are severely out of alignment;
I'm fighting just to keep it going straight.
For me, there's a sense of "what's over that hill?" that's present in a
"sandbox" style game that isn't there (for a player or a GM) in a linear
campaign. As a player, I absolutely detest when I have to do things and
don't feel like I have a choice in the matter. So why would I subject my
players to this? In the 30 years or more that I've been gaming, I've had
very few people complain about my games. Those couple who did usually
wanted a waiting line of "monsters" so they could kill them for
experience and treasure and didn't care about role playing.
Just my views.
--
Kurt Feltenberger
kurt at thepaw.org/kfeltenberger at yahoo.com // http://www.teotwawki.net
“Before today, I was scared to live, after today, I'm scared I'm not living enough." - Me
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