This is a great article.
I've DM'd my campaigns in a sandbox style for almost 20 years, and have played RPGs since 1979. I find with this style, the DM is just as entertained, or even more so than running modules or extremely structured campaigns where the DM is leading the players by the nose. It keeps you thinking and on your toes. You will find with this style that the players do most of your work for you...
There are some things that help me be more prepared for the unexpected decisions made by the Players:
I just started a sandbox campaign recently and have posted the session history (and will continue to do so) on the Obsidian Portal.
- Have a good selection of the various monsters/NPCs stat blocks and treasure ready (by level) that you intend to use in the area (does not take very long)
- If the Players want to go to a different area of the world suddenly and want to travel to it right away, delay them during the session with a few combats, or side plot, to buy you time to plan, research or build stat blocks for the things found in the new area. This may involve roleplaying the negotiation of securing a boat, or something which might create a small subplot. Like, "I can take you, but you need to do something for me..." Money doesn't buy everything...
Move things along at a nice steady pace. Some of the best sessions are unexpected improvised ones, and they tend to really promote fun roleplaying.
- Before the campaign begins I ensure the players have developed or I have developed for them a rich character background, and I tie a plotline into the background. Sometimes I tie multiple players' backgrounds together. In doing so you make the player feel like they are a part of the world, and over time, just like a novel, I will pull pieces of that plotline into the story depending where they are. The pre-planning helps a LOT and makes for some very interesting sessions. It helps pull everything together, and makes it feels like they are writing their OWN story.
- The Players can be very unpredictable. I usually have a generic town, dungeon, or wilderness (depending on where they are) sub plot in my back pocket to use if they are headed that way, and I will fill the dungeon on the fly with the NPC/monsters I chose (previously in point 1).
- I always document what happened in previous sessions to ensure I keep the consistency and flow. If you do not do this it is easy to mess up when the Players refer to previous sessions. I built a program which can generate a custom calendar with weather, etc., to assist with this. I also can ensure I do not miss birthdays, or other events that might happen simultaneously with PC travel. It is also easy to make a calendar shell in Excel or OpenOffice if you don't have a fancy one like me. It only takes a few minutes to format it.
- Borrow from other modules/Adventure Paths. It is okay to integrate parts of a module into your sandbox. I might like a battle area, map or cool idea, and will pull it in. Don't feel restricted.
Here is the link for those interested.
http://www.obsidianportal.com/campai.../adventure-log






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Move things along at a nice steady pace. Some of the best sessions are unexpected improvised ones, and they tend to really promote fun roleplaying.



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