Tag Info

Hot answers tagged

83

What you are trying to create in a sand box is player agency. My definition of this is: Players making informed decisions that have reasonable consequences It is important to remember that there is an inherent information imbalance in RPG: you have it, they don't. It is your job as DM to give them information that is relevant, reasonable and ...


56

Let them fail - miserably! But don't kill them... A lot of good stories start out like this: You have a bunch of over confident wanna-be heroes who want to kill the evil general with a stupid plan. So of course it is doomed to fail, they will never kill them and they will surely get caught. But why should they all be killed? The evil general probably has ...


27

Let's simplify this scenario to what it amounts to: there's a button, and the players want to push it, and they're not sure what will happen, but you alone know that if they push it they die. Right now, you only see the option that they die. It is inescapable that character death tends to suck. You could explain they had no way of finding out — that ...


25

there was a spy present at the meeting where the plan was hatched and discussed If you want to warn the players off their plan in a plausible way, the existence of this spy offers some options to do that. Have the spy change allegiance and come to the players with a warning, for a price. "Get me/my family/and a sack of jewels out of the war zone and ...


12

Some of my rules of running a sandbox: It is better to spoil surprises than to appear unfair. Do you best to ensure you have given them all the information they should have. When things do go wrong, provide opportunities for retreat. While you know more than the players, you also know more than the NPCs. The NPCs aren’t perfect, and their countermeasures ...


9

While life is a sandbox you can still inject direction What you're looking for here is a lifeline for your players so they don't all get themselves brutally murdered. What you also know the players need is more information about their enemy, in the great tradition of unknown unknowns what the players don't know is the most dangerous thing about a sandbox, ...


8

Whose plan is this, really? Do the characters have a plan that will get them killed? Or do your players have a plan that will get their characters killed? There's a subtle difference, and your response should hinge on which of the two it is. The players made a terrible plan Players only have fairly limited information about the world and are often not as ...


5

When the players come up with a bad plan, I would look at their character sheets, and see if the bad plan is in character or not. I'd start by looking for relevant special talents. Any character who is supposedly a talented spy or tactician would detect any clear problems, and have a chance (I'd roll) to detect less obvious problems. I'd pass a note (or ...


5

Capture them alive, rather than killing them. The assassination fails, but the target has a reason to want to keep the PCs around. They wake up in prison. Of course, the daily logistics of prison life does not make for a very fun RPG, so you need to offer the PCs some opportunities to get out. The simplest option is to just have their captor use them in a ...


5

You don't need to change the world, you just need to change the outcome. Depending on your players just letting them all die might be a valuable lesson. For many groups though that would not go down well, so a better approach is to give them advance warning that their plan is flawed through in-game agency. In fact you have the perfect case here. There was ...


2

It sounds like your players are inexperienced with sandboxing. Instead of letting them march to their deaths, divert them. A terrible rain comes up, and a nearby river goes out of its banks. The Evil General moves his camp a half-mile to higher ground. "Well, if you can start your plan, but first you'll have to wade 200' through mud up to your hips while ...


1

Remember, you are playing a game - you may be trying to make it "realistic", but that doesn't mean it has to be completely true to life! So, there's a simple solution to your problem: Let the players die. Then resurrect them. Maybe they make it to the banks of the styx, where they are met by [god of the dead] who offers to bring them back to life if they ...



Only top voted, non community-wiki answers of a minimum length are eligible