Conversely, most of my "sandboxing" happens in game, at the
table, and in the moment. I think that’s the best place for it to happen,
because you get the instant feedback of the players to gauge where things are
going and if they are playing along. You also get to react to their reactions,
making hurried notes if one of them coughs up a good idea. You maybe didn’t
plan for their stay at the inn to be eventful, but suddenly, all of the players
are fiddling with their phones and you’re about to lose them to the Facebook.
That’s when the two guys in the corner who have been talking quietly all night
suddenly throw their table aside and draw weapons, and everyone in the bar
roars their approval, and the bartender says, “Dammit, not again!” Sometimes
you need to insert a little action while the players find their way.
That push and pull, or better yet, that back and forth
rocking motion between “here’s the module I have prepped” and “what weird-ass
thing do y’all want to do now?” is the essence of great DMing, and that’s the
point I’ve been trying to make in my overly-long-winded way. Open play, all of
the time, would beat me down and drive me crazy, not to mention creatively
exhaust me. Likewise, sticking to the script and excising all of the NPC byplay
and not letting the players breathe would also be zero fun.
The real trick is knowing when to switch modes. There are
days when you don’t want them lollygagging about, and there are days when everyone
is having the most fun gambling in the tavern. If you have the energy and the
inclination, give them a “by week” and let them make friends, make enemies, and
find clever ways to part them from their gold. If you don’t have the energy for
a big thing, you can downplay the encounter by keeping personality off of the
table. Instead of infusing the local blacksmith with an Irish brogue and an
ailing wife—for that would certainly be player bait—instead say, “The
blacksmith only has common weapons for sale, at the prices listed in the
player’s handbook. Nothing exotic. If you want a new sword, there’s a rack of
them on the south wall.”
90% of the time, they will take the hint. Buy your equipment
and get ready to move out. There’s an owlbear to massacre.
I find the best time to free-wheel an NPC or two is after a
mission or a dungeon crawl. It’s a nice palate cleanser from getting hit in the
face with fireballs and digging through crypts. Combat is intense, especially
at levels 1-5. Everyone is acutely aware of hit points and spell slots. Short
rests are crucial. So, when that’s over, it’s good to let them sit back and
just talk out a problem, or try to get the best deal for all of the loot they
swiped.
In gaming, as well as in creative writing, there’s nothing
wrong with some boundaries. A little structure makes play (and creating) much
better by limiting choices and allowing you to focus in on the best outcome.
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