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When I read this I thought: Just don't. In "the real world" there is so much more random stuff that happens than meaningful stuff towards some goal that its the decision of the people on place to decide which dungeon to crawl and which to ignore. If one wants to explore every single house in every street then in how many of that houses you will find ...


4

Character generation, world creation I read this on a series of sandbox articles, but don't remember where. Don't create all the world before the characters. Let empty space to be filled later. Then, when creating the characters, allow them to create part of the world. Example: A player creates a character who was raised by a cult who worship a powerful ...


1

Short answer: Make a series of random tables based on 1: Terrain, 2: World themes, and 3: PC motivations. Long answer: First things first, you'll want to identify: What do you want to achieve with these encounters? From your post, I believe that your priorities are: 1: They should be random (I assume, so that you don't have to plan out the whole ...


1

You could try applying the following ideas to your sandbox: Mapping Use a 'small' physical map: this can give the impression that play is slightly restricted, especially if you implement some of the following... Include distinct map items: use roads and towns without any other features - this can give more control over what's going to happen and where ...


1

How much prep is too much is something that's going to vary from GM to GM. You say you're terrible at it, but there are parts of the game you'll find you can get away with improvising. I don't need maps. They don't add much to my games and it doesn't make a difference if I draw them on the spot or in advance. But I can't do description. I'll imagine a ...



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