All good things come in Threes…

If you have followed my blog for a while you surely must have noticed that there’s a certain white whale I am hunting for years now: an old-school D&D sandbox campaign. I’ve made several attempts to get one up and running, I switched around between various variants of the rules, sometimes abandoning D&D completely. Campaigns meant as sandboxes became more regular campaigns, and more often than not, I quickly burned out on running roleplaying games in general.

For years I have struggled with how the get things started. I either didn’t plan enough and relied on my improv skill alone or I overplanned and quickly felt overwhelmed, the fun draining out of me, like blood from a festering wound. But I think I finally found solutions to my problem. In his blog ChicagoWiz’s Games and his podcast The Dungeon Master’s Handbook he thoroughly explains his approach to old-school sandbox gaming and even provides us with countless campaign starters.

The idea behind his “Three Hexes Campaign Starters” is quite simple. You start things small. At first you come up with a short campaign idea. What is your world all about? Then you place a homebase (like a small town, keep, etc.) on your hex map. In addition to this you should come up with three interesting places to explore and place them onto the map adjacent to the homebase. This should give your players a couple of options on what to do next without overwhelming yourself of the players. Last but not least you should have three important NPCs ready: one where the party can buy new equipment and supplies, one where they can sell their loot and last but not least someone who helps them with acquiring new loot. That can be a patron providing them with incentive to explore the wilds beyond the homebase or it’s an old man sharing rumors and legends with them.

You can then expand on this by adding more hexes, more locations, more NPCs as needed. You don’t have to plan out more than what you can use in the next session. It also should provide enough options without paralyzing the players with too many option. If you want to learn more about Michael’s ideas on starting a starting a sandbox campaign, I highly recommend his post titled “Just Three Hexes”.

5 comments

comments user
johnkzin

Have you looked at the campaign system in Forgotten Lands (Faria Ligan’s MYZ fantasy game)? Seems similar.

    comments user
    Stargazer

    Not yet, no. A friend has hinted at wanting to run it, so I avoided looking at the campaign in order not to spoil me.

      comments user
      johnkzin

      It would be difficult to spoil. It’s not a planned out campaign, it’s basically like the 3-hex method you state above. There’s a hex map with terrain on it. There’s a home base. There’s stickers to put on the map as you explore it, and find things in each hex (so, if you found a dungeon in one hex, you pit the dungeon map symbol sticker on that hex).

      There’s no GM’s version of the map, as far as I know, because the map contents are being created as you go along. Only the terrain pre-exists.

      The idea is that there was a cataclysm and no one (including the GM) knows what’s out there. The campaign isn’t “find the big-bad and defeat them”, the campaign is “these are the forgotten lands, and we need to rediscover what’s around us in order to survive.”

      It’s a neat idea for a campaign, IMO.

        comments user
        Stargazer

        That’s actually the extent of what I know about the campaign. I just didn’t look at the adventure sites, etc.

          comments user
          johnkzin

          Yeah, that’s all I was bringing it up for: their default campaign mechanic fits the article 🙂