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I recently just built a sand-box world for my players, and I have decided to handle the problem this way. First: Same Page. I had a talk with all of my players individually and collectively detailing what sort of campaign I was building. I told them that they can do anything that they want to and go anywhere they want to go. They understand that they are ...


3

Presenting the global map and history of their world is a good start. Have more in-depth descriptions of your world readily available in a notebook so you're prepared when your players do something unexpected or ask questions. Once players detect you're making up the world on the fly, suspension of disbelief may fade. The DM doesn't want to look like a hack ...


2

I use timed challenges and consequence maps. The players know it is a sandbox, but I also provide a time element along with the main plot. Nothing too restrictive, but something to keep them mindful of their actions. I also craft the main story in such a way that the players can approach it from multiple different angles. They have a set of things to ...


1

The way I did it was by showing the world map, but also by presenting a series of options. Essentially there were notice boards that various people had posted things they wanted doing on. Initially there were 5 or 6 missions for different important people. Doing those missions let the players explore the world and see what was there, gave them contacts, ...



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