Blog Book Club #33: The Sandbox Triangle

Welcome to this week’s blog book club. This week we are discussing “The Sandbox Triangle,” by John Arndt, Dreams in the Lich House

For next week we’ll be reading “The Quantum Ogre,” Courtney Campbell from Hack & Slash.

You can see a list of previous blog club posts here.

In preparation I also read‘ ‘Sandbox versus the story’ which is the preceding day’s blog post. That post explored the importance of sandbox play in OSR games. It attempts to plot popular roleplaying games on a two axis chart based on heaviness of rules and the degree a game is typically run in a sandbox like way. The theory discussed that character complexity and plotted story elements both diverged from old school play. That exploration didn’t end up working for everyone in the comments.

So Arndt revisited the issue with this week’s main post exploring what a sandbox is. Two definitions of sandbox are given: as a campaign structure and sandbox techniques for how you run said campaign. What they had in common formed the Sandbox Triangle. Sandbox play is achieved by adjusting levels of player freedom, GM effort and world detail, until an ideal point is reached. He also discusses the need to have a timeline of events which are occurring parallel to the players actions to keep the world from feeling static.

I believe I’ve settled on an example of the sandbox triangle from my own experiences. A few years ago I was running a type of sandbox set in Forgotten Realms Sword Coast. After the introductory area, players could go anywhere and do anything on the western half of a North America sized landmass until they uncovered threats and clues that would lead them to more prescribed missions. This was a structure I was familiar with due to Bethesda published RPG video games where players are free to roam around until they uncover critical plot-related locations. This does not mean that such a structure was easy to emulate. Because Dungeon Masters are not blessed with the memory storage or consistency of computer programs, I was lurching between sides of the “sandbox triangle” every few months.

Areas included in the official adventure were detailed, low effort but severely limited freedom to my players. When players were traveling the continent in “free roam” it gave them a greater degree of choice, but the world I presented felt very superficial and lacking in details as play zoomed out of focus until the world became a series of dusty trails, near identical Inns, punctuated by random encounters. I would frequently create my own content or adapt other adventures to create detailed areas players might choose to explore but this was a high degree of effort on my part.

Due to these experiences I think a lot about sandbox size and density of playable experiences. While it may change in years to come, currently I am drawn to smaller, denser areas of play that ultimately sacrifice the freedom to “go anywhere” for greater degrees of detail and interconnectivity. Products like Dolmenwood, Valley of Flowers, and Evils of Illmire highlight the types of experiences I’ve been trying to curate. In short: I like to run sandboxes, but I’m done playing at the beach.

Do you find the sandbox triangle to be true in your games?

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The key tools in making a sandbox work for me are “What are you planning to do next session?” and “Hey, y’all have gotten to the limit of what I had prepped so let’s wrap a little early and pick up here next session.” Players still have agency — they’re choosing where they want to explore — and because I’m able to focus on that area I’m able to make sure there’s sufficient detail there without overwhelming myself in the effort. And if the party does reach the limits of my ability to provide detail within the constraints of my available effort, there’s nothing wrong with letting them know that.

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Ultimately, I don’t feel like my sandboxes are constrained by the triangle, and it’s because I agree with @pooserville. “What are you planning to do next session?” is a powerful tool to allow players freedom yet you fulfill a satisfying level of detail with less effort.

If you don’t want to end sessions early in the event of running out of prepped material, you can have a small adventure or two in your back pocket or an encounter ready to go. This is most useful if the players have to travel to where they want to go next.

Another thing I like to do to avoid the setting feeling static is to have larger events happening in the background that PCs likely won’t be engaging with directly. Something like, two nations in a cold war heating up or an island sandbox under blockade by an empire. These things can also be a good source of plot hooks for PCs (e.g. work with smugglers to get food for the island or escort refugees from a community destroyed by war).

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