Some important information about sandbox play

This is likely to evolve as issues emerge during the progress of the campaign. Players are welcome to comment and add articles in this section, of course.

Getting back to base

In a shared setting sandbox game, parties need to try to return to town at the end of their session. The reasons are these:

If a player in a party that has halted in the dungeon or somewhere in the wilderness wants to play with a different group the next week, he won’t be able to. His character won’t be in town to muster into the new group.

If the group wants to continue from their spot in the dungeon the next time they are able to play and one of the group can’t make it to the session, they’re stuck. It might be possible for the DM to play the character for the missing player, but…this is old school D&D, and I’d rather not be responsible for the death of Bob the Third.

There are ways around this stuff, sure, but all of them are pains in the ass, so, if possible, make it back to town.

Competition

If we are able to get several groups up and running, it may be that a bit of competitiveness will arise between the groups. I think that can be a good thing, if handled correctly. I’d like to set a ground rule that groups tread lightly on each others territory- If group A is finding the fat lewts in the Tomb of Akkanamman, Group B should not immediately seek out said Tomb of Akkanamman and try to kill the mummy and get the grand whatzit.

On the other hand, competition in the form of “who’s got the most kills?” or "ha, ha! I reached level 5 first, or “we were the first group to kill a dragon!” is awesome and proper.

Resources

As befits a game about wilderness and dungeon exploration, we will be keeping track of ammunition and food. Which is something I haven’t messed with in many a year. I haven’t quite figured out how to handle encumbrance, yet. I’d like to think that there’s some sort of elegant solution out there, though. I’m open to suggestions.

Mapping

Mapping is going to be important. You don’t want to get lost in the wilds or below ground. Also, mapping will help you uncover secret doors and areas you might have missed. Keeping a map will be up to the players completely. If you go astray, you go astray.

I will be providing an 18×24 sheet of decent paper to keep a world map on. This is going to represent a table in the back of The Weary Ox that all the adventurers in the campaign carve a record of their journey on (as per West Marches). This map will be available to any and all groups playing in Winterwall.

Some important information about sandbox play

Winterwall TimP