I recently read a Google+ post by Dallas M where he says that his game didn’t go well. He suspects too many beers and considers nuking the game. Here’s what I said:
It happens. I’m not sure what the exact fail moment was, so I’m just going to assume “players didn’t know where to go and had no ideas so they got drunk and picked on each other and nothing interesting happened”. I’m also assuming low level characters in a typical starting village in a frontier region. My basic advice is “send ninjas” except I’m going to be more specific than that. 😃
In order to get the campaign back on track, I’d prepare *three mini-adventures* consisting each of an interesting NPC boss, something they want (an item, a service, protection), and their minions. Basically one of these groups is going to attack the players, another group will seek the help of players, the other is there as you backup if one or the other needs help, or an additional complication. Trying to put the pressure on players, force them to pick allies and enemies, run it, and after the session you can build on that: add allies in need of help, enemy organizations grow, NPCs hide in strongholds (small dungeons).
Three sections for your notebook or for an index card each:
NPC
Name:
Location:
Stats:
Wants:
Trait:
Make sure you use a reaction roll to determine how these NPCs react to players and surprise yourself as well as your players with unexpected results.
Random list of wants:
1. his or her son’s engagement ring, which he lost in a rigged bet
2. a overdue book borrowed from her personal library
3. an apology by another NPC for what they said yesterday at the Roaring Boar
4. proof of cooperation of another NPC with a newly arrived monster tribe in the region
5. protection from the minions of another NPC looking to steal a supposed treasure map
6. the return of a son or daughter that has run off with the thieving gang run by another NPC
At first, the sandbox elements happens *between sessions*. Players only get to choose between three groups that are actively engaging with the players. Player reactions determine where the sandbox will grow between sessions. We just need to make sure is that players always have a handful of things to do, always a choice to make.
#RPG #Sandbox #1PDC