Navigating the Sea of Endless Sandbox Campaign Possibilities

Sandbox Campaign Key Takeaways:

  •  Finding a Focus: Establish a central storyline or theme to guide players and manage prep work.
  • Smart Preparation: Plan in broad strokes and leave room for improvisation.
  • Borrowing and Modifying: Use pre-existing settings or adventures and customize them to fit your campaign.
  • Random Encounter Tables: Use tables to add surprise elements and keep players engaged.
  • Engaging Player Input: After each session, gather player interests and weave them into the campaign.
  • Creating Constructive Constraints: Introduce limitations to foster creativity and guide the narrative.
  • Hourglass Method: Use a linear adventure within a constrained area, then open up the world again.
  • Importance of Stepping Back: Take breaks to avoid burnout and replenish creative energy.

Ah, the open-world campaign—a Dungeon Master's dream and, occasionally, their worst nightmare. The idea of an expansive, limitless world teems with possibility. Yet, the thought of managing such a mammoth beast can instigate more anxiety than a gelatinous cube in a narrow corridor.

In the realm of tabletop RPGs, open-world campaigns offer unparalleled freedom and adventure. However, they can also summon an ogre-sized portion of DM stress. The vastness allows for rich storytelling and player agency, but the scale can be overwhelming. Fear not, noble Dungeon Masters, for just like any good dungeon, this beast can be tamed. Let's delve into the murky waters of open-world campaign anxiety and discover some strategies to keep your DM sanity intact.

Finding a Focus

Imagine navigating a ship in the vast ocean without a compass or a destination in mind. Overwhelming, right? Just like our ship, an open-world campaign without a central storyline or theme is like a dragon without its hoard—lost and a little grumpy.

Having a central storyline or theme not only gives your players a sense of direction but also helps you manage your prep work. For example, a campaign centered around the search for ancient artifacts scattered across the world provides clear direction while maintaining an open-world feel. You wouldn't fill your ship's hold with every type of cargo just in case, right? The same goes for campaign preparation. A central focus can help prevent you from being buried under an avalanche of maps, character backstories, and regional histories.

When I first made the switch from linear adventures to open world, I required my players to fill out a simple character backstory worksheet. This included characters that were both positive and negative influences. It also included goals and secrets. All of this offloaded some of my work onto the players giving me a trove of ideas to build upon for a focus. 

Smart Wizard Preparation

When it comes to preparing for an open-world campaign, remember the age-old saying: "Work smarter, not harder." You wouldn't plan every single footstep of your players' journey, right? If you would, we need to have a separate discussion about control issues. But the point stands that there is no way to plan for every possible path. Good thing for you is that you don't have to. Let me explain.

Think of your campaign in broad strokes. Plot out high potential paths and encounters, but leave room for improvisation and side quests. After all, predicting player actions is about as easy as teaching a mimic not to bite—nearly impossible and potentially painful. Tools like bullet journals or campaign management software can help you organize these broad plans efficiently. 

For instance, if your campaign is set in a vast kingdom, outline the major regions, key NPCs, and overarching threats. Have a few detailed locations and scenarios prepared, but be ready to improvise based on player choices. This approach not only saves time but also keeps the campaign flexible and responsive to the players' actions. I like to keep notes on each NPC and faction's goals to quickly remember how they fit in to the larger picture. As the campaign sails forward in real human months (or years), that bullet point journal full of notes is critical to review.

Borrowing and Modifying

Even the most creative DMs occasionally feel their idea well run dry. In such cases, remember there's no shame in borrowing and modifying pre-existing settings or adventures. Think of it as adopting a pet—you're just giving a good home to an adventure that needs one. You can always add your unique flair and change things up to fit your campaign. You would be surprised how often even experienced DMs reskin ideas from all manner of resources. 

For example, you might take a published dungeon crawl and tweak it to incorporate elements of your world’s lore, making it feel fresh and unique. Perhaps the generic villain in the module is replaced by a nemesis from a character’s backstory, adding personal stakes to the adventure. I personally love being inspired by video games and movies taking the concept and altering it to fit my needs. By borrowing and modifying, you can keep the campaign engaging without the pressure of creating everything from scratch.

Utilizing Random Encounter Tables

You don't need to plan every single encounter. By using random encounter tables, you can fill your world with surprise elements that keep your players (and you) on their toes. Just remember, not every random encounter needs to be an ambush by monster. Sometimes a mysterious traveling merchant or an unusual weather phenomenon can be equally engaging and less likely to result in character death.

In one of my games as a player, the DM rolled for a random encounter along the road. He likes to do this to have a difficult encounter to show that the world is dangerous in between traveling between new cities. The result was a crazed man who was clearly out of his mind. For whatever reason, I interpreted this man as having been possessed by a demon (my character was a cleric, so why not!?). While my DM had not planned on this being a thing, just the idea set up future sessions making that random NPC a more important character. Spoiler Alter! He was possessed. I guess I told you so! Or maybe, just maybe, I made it so just by saying it. And that's the best part. After speaking with my DM some time later, he had no intention of making that NPC anything more than crazy. But by creating a flexible random list of ideas based solely on chance, he listened to our excitement and leaned into it.

Engaging Player Input

Elf, Warrior, DnD, Fantasy, RPG

Let’s face it, as much as we’d like to think we’re the sovereign rulers of our campaign worlds, we are but humble servants to our players’ whims. Use this to your advantage. Find out what your players are interested in exploring and weave those elements into your campaign. Not only will this increase player investment, but it's also a sneaky way to outsource some creative work. After each session, ask your players about their interests and what they found engaging.

Whenever I start a new campaign, I have my players create a Google Doc that I have access to. Whenever I get stuck, I will periodically look through it to see what additional backstory elements I haven't addressed, or what character personality buttons I can push. By aligning some elements of your preparation with their interests, you ensure that each session remains engaging and exciting.

Not only that, but in my previous example with the crazed NPC, some ideas happen organically within the session. Just by listening to how your players talk to each other and observing where they focus their attention, you can learn a lot about what motivates their characters.

Creating Constructive Constraints, The Hourglass Method

Now, you might be thinking, "Constraints? In my open-world campaign?!" It's far more common than you think. While sandbox campaigns offer players a vast world to explore, creating a few limitations can actually foster creativity for your entire group. An ah la carte adventure is not a campaign, it's a pesky monkey wrench in your gnome tinkerer's complex contraption. Even saying open world or sandbox still gives me a quick shot of wyvern poison to the veins. It's far too big to tackle when you step back that far.

Instead, consider restricting certain geographical areas or setting a specific goal or group of goals. These constraints can work as gentle railroads (not the "you can't go there because I said so and I'm the DM" kind) that subtly guide the campaign while maintaining the open-world feel. I have found that apply some restrictions actually helps not just the players focus, but allows the campaign to have a true sense of continuity because of this.

One effective method is what I like to call the "Hourglass" method which allows for a quest to bubble in the center. Start with a few major quests that you have outlined. These quests then guide the players into a contained environment, such as a dungeon or cave network. This creates a clearly focused, possibly non-linear adventure within the larger open-world context. As players explore this confined space, they can encounter side quests and lore, giving the illusion of an expansive world while maintaining manageable constraints that you can actually prepare for instead of, well, everything! Once they complete this segment, the world opens up again, allowing them to follow the previous leads and tackle the next set of quests you have lined up.

Importance of Stepping Back

Creative burnout is the infamous specter that haunts Dungeon Masters far and wide. Sometimes, the best remedy to open-world campaign anxiety is taking a step back and looking at the campaign from a ten-thousand-foot level. I know, I know, earlier I said not to, but remember, there are times to zoom in, and there are times to zoom out. Remember, DMing is a marathon, not a sprint, and you need to use different tools at different times. This is not a sign of weakness, but actively recognizing when you need to replenish your creative energies gives you a huge creative advantage. Reflecting on the campaign’s progress can help identify new directions or refine existing plots when you step back.

Not long ago, my players took a long detour from the main campaign story arc. It was fun, but after a few sessions, I didn't know where they were going. They didn't know where they were going. I had to cancel a session and reorganize my thoughts, the campaign, and refresh my knowledge of character backstories, NPC motivations, and faction initiatives. After letting that information settle for a little bit, and a strong brainstorming session, the ideas began to flow.

I also want to recognize another thing here, and this is a bit more sticky. Sometimes, life happens, and you need to accept that. A while back, I had surgery and took over two months off of my campaign. I tried to focus, but I couldn't during my recovery. I presented this to the players, and because they are good people, they understood and waited out the process. By recognizing what you can and can't do, and communicating it to your players, you can avoid groups that implode constantly.

Conclusion

So there you have it, fellow Dungeon Masters. A handful of strategies to help manage the behemoth that is an open-world campaign. Remember, your primary goal is to facilitate fun. If the scale of an open-world campaign is making you feel more like a haggard office manager than a grand storyteller, take a step back and rethink your approach. After all, even a goblin can defeat a dragon with the right strategy.

1 comment

  • Brilliant articulation of a broad and often challenging topic amongst us Forever DMs. I think you did an amazing job of distilling down much of the meta-DM workload into concise bite-size (but brilliant!) topics.

    Thank you so much for sharing your insights, experience, and what worked really well for you! I’ll definitely keep the Hourglass approach in mind for some of my openworld games!

    Steve Bradshaw - The Traveling Talespinner

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