Ruins of the Shattered Empire

When my Inixon campaign ended a year ago, I had planned to do another great revision of my old Kaendor setting that I’ve used for a good number of short campaigns for many years now. But even though I put a good amount of work into the rivercrawl idea, it didn’t really get ignition. I feel that after all that time, the overall concept has lost much of its spark to me. I’ve been spending the last week digging really deep again into the original Forgotten Realms release and specifically The Savage Frontier, with which I have a very long standing fascination. While I discovered many new amd really interesting things that I had never noticed in my previous readings, when it came to laying out a new campaign using that material, I soon found myself thinking that I could do better with those ideas than using the map as it is. I really love many of the ideas and places, but they are arranged in ways that are inconvenient and really make me want to reach out fot my metaphorical hacksaw and welding torch.

I am still greatly amazed by the 1981 Basic/Expert Dungeons & Dragons rules, and now have fallen in love with the way they are repackaged in Old-School Essentials. I am similarly infatuated with Gus L’s take on Classic Dungeon Crawling on All Dead Generations. And any way I thought about it, Kaendor just didn’t seem a good fit with that. So I decided to once again take another shot at creating a new setting, this time one that is specifically tailored to be the backdrop for an OSE Classic Dungeon Crawl campaign. I want to approach this setting, as we say in German, ergebnisoffen. As an open-ended process without preconceived ideas what the prefered conclusion will look like. More an exploration of what could be done with certain innitial parameters, instead of having a specific world concept and making it work for various forms of actual play.

The Objective

The new setting is meant to be the setting for dungeon crawling adventures. This means that it has to be a world that has many dungeons, and the dungeons have to be full of treasures, and monsters that are in the way of getting them. The world should also be presented in a way that makes it plausible that there are still currently many dungeons that still have most of their treasures, and that going diging for these treasures is a worthwhile use for the time of adventurers who can use their skills and powers for all kinds of significant things.

Furhermore, I think the above stated parameters work best in a world that is fairly desolate and lacking in many strong institutions and authorities beyond the local level. Though this is probably more an aesthetic preference than a strict inherent neccessity.

Other aspects that turn into matters of purely personal tastes are that I don’t want to make just another genric D&D fantasyland world. I want to work with the mechanics and structures of OSE, but not just create a backstory for all the default monsters, classes, and people. I also decided that I don’t want to have any generic evil monster people who are just around to be killed in droves for being a naturally born offensive nuisance. I want all people to be treated like actual people with facets and individuality. If something is meant to serve the roll of a monster, then make it a full out monster. No need for some murky middle ground.

Finally, I am striving to capture the feel and aesthetic of fantasy from my youth, but without the cringy stupidity that usually keeps getting missed by nostalgia. For me, that’s 90s heroic fantasy games and a few other sources. Aspects of Baldur’s Gate and Icewind DaleAlbionMyst, and early Elder Scrolls. Also Record of Lodoss War. But without all the quaint renfaire nonsense. Many years ago I had a vague idea, or really more a vague inspiration, to do something with the successors of Alexander the Great and Greek coloialization in South Asia. Since fallen empires are always a prime spurce for dungeons filled with treasure and magic items, this seems like a good time to take that idea out again.

The Shattered Empire

800 years ago, a great warlord and sorcerer managed to conquer a significant majority of the known world. For 300 years he reigned, and under his rule the empire produced fabulous wealth and great magical wonders. But the wealth only went to the empire’s aristocracy while the subjugated peoples toiled in the fields and mines, and the empire’s great magical power served primarily to keep the masses in check and crush any attempts at rebellion. But while the empire seemed invulnerable to any threat from outside or below, betrayal came eventually from one of the emperor’s six generals. The emperor’s death was swiftly avenged by the other generals, but when the first among them claimed the throne for himself, he only united the other four against him. For 30 years the outer provinces assaulted the imperial heartland and the capital until the pretender was slain and the ancient city razed to the ground. But this did not end the fighting, and the four remaining warlords turned on each other to continue the war for nearly another century until there was nothing left of the great empire.

The Six Lands had been devasted by the emperor’s conquests and the wars that followed his death, and of the old cities, only a few still retain any semblence of their past splendor. For the past four centuries, civilization in the known world has consisted of confederations of self-governing towns and a few independent city states. While the Shattered Empire is slowly fading from memory to legend, the tales and songs of brutal tyrants and terrible warlords still live on, and continue to sour everyone’s taste for great empires and unified power. All lords that talk about expanding their realms and promising their people a future of greatness are highly suspect. For most common people, talk of powerful kingdoms sounds a lot like a tyrant’s plan to strengthen his own power, and neighboring realms see it as a threat that is greater than their own squabbles and rivalries. So far, few rulers have manged to change the balance of power and get away with it, and for the time being, warfare between realms mostly consists of border skirmishes and occasional raids. Things change only slowly in the Six Lands, and it rarely comes in big significant events.

In the later days of the Shattered Empire, warfare between the emperor’s generals who had ruled over the six provinces, and the constantly shifting allegiances of warlords and mercenary captains, meant a time of great chaos, and uncertainty about the future. Imperial aristocrats hid many of their own treasures away in family crypts or secret vaults beneath their villas, and the many warlords kept stashes of gold and silver to pay mercenaries and powerful magic items in great strongholds and hidden hideouts all throughout the Six Lands. Many of which became forgotten and lost when all who knew about their existence died in battle, or the keeps changed hands and the stashes became irrecoverable. When the fighting finally ended, large parts of the Shattered Empire had been depopulated and abandoned, and many strongholds were forgotten as the forests reclaimed them. While only some people consider the ruins of the empire to be cursed, it still takes a rare and special kind of people to descend into their dark cellars and poke around for whatever might have been left behind. And with any rulers sending people to recover the riches and magic that created and maintained the empires power becoming highly suspect, large numbers of these ruins have been left undisturbed for centuries.

Bringing back to the light of day what most people would prefer to remain forgotten in the darkness of the Earth gives adventurer’s an often quite ambiguous reputation. Their poking around in the hills and forests can make the lands around remote villages a lot safer, and their hauls of old imperial coins and other treasures can bring great riches a town. But it comes always with some degree of worry that they are returning an old source of evil and strife to the world that perhaps should better be left burried. This goes even more so for scholars of the arcane, as the tyranny of the emperor and his generals are highly associated with their powers of sorcery. While it is rare to cause outright hostility, travelling sages usually try to not advertise their arcane knowledge any more than needed be, and they generally blend in with other travelers and scoundrels.

A proposal for a river navigation mechanic

Most RPGs I’ve seen mention about navigation that when you’re following a road or river, you automatically get to your destination eventually, and you only need to make rolls for navigation if you’re going cross country or across the ocean.

Yeah. Kind of. But not really.

If you’re on a river and your destination is to just go downstream to the coast or a city you know to be further down the river, then there’s really no way you can get lost. But things look completely different when you’re trying to go up a river and you come across forks where you have to pick going left or right.

I’ve been on a couple of canoe tours throughout my life, and I’ve been doing the navigation on most of them. Though I have to say that was on very easy rivers in Germany, on waters that have regular traffic and existing infrastructure and very good maps. And we were going to destinations that had been selected by people who knew that those routes would be very easy to follow even to amateurs. And even then, I’ve had many cases where I really had no clue if that big branch to the right is the already the third big branch to the right we need to take, or if one of the branches we already passed looked much bigger in person than it does on the map. The map has an accurate scale on it, but with no means to monitor your exact speed, that’s still only of limited help. Now imagine that deep in the wilderness, following a map drawn by someone with no access to aerial photography or surveying tools.

In my rivercrawl campaign, going to a site will almost always consist of going upstream all the way to your destination. And since all wilderness travel will be along rivers, going with the “you can’t get lost when you follow a river” approach isn’t going to cut it. (Though conveniently, getting back to base at the end of an adventure will be very easy, and going with the current also a lot faster.) Something else is going to be needed.

Making a complete map of an entire river system spanning hundreds of miles with all its little side arms really isn’t practical. You could theoretically let players give it a shot on a blank hex map with very small hexes, but I think that would be very tedious and not feel like it reflects the kind of maps actual river explorers would be using for their notes.

Instead, I want to go with an entirely skill check based system to navigate through the networks of small side branches that fork of from the main waterways that are depicted on the main overview map. My own GM map only shows branches up to the third order, and I intend to let players find their ways on those without navigation checks. It’s only for the rivers even smaller than that that this system comes into play.

Maps are items that characters can find or sell that have instructions on how to reach certain hidden places from an easily recognizable and unmistakable landmark. Every map has a dificulty based on it’s quality. Using a very good map is an easy task, while using a poor quality is a very hard task. The difficulty is further modified by how far the destination is from the clearly identified reference point on the main rivers. Since I have all my travel times in increments of 10 miles, (1 mile per hour times 10 hours per day), I increase the difficulty of the navigation check by +1 for every 10 miles that you try to follow the map.

If the navigation check is a success, the party reaches the destination in the shortest time possible given the distance and their travel speed. If the check is a failure, they still get to their destination, but for each number that the check fell short of the difficulty, the travel duration is increased to require one additional random encounter check. I do three random encounter checks for each day of travel, plus one check per night. So missing the difficulty by three adds a whole day on the water searching and backpaddling, and you also get another night to rest and potentially have another encounter before you arrive at your destination. Since I usually have random encounters at a chance of 1 in 6 for every check, getting two or three checks added to the journey generally shouldn’t be much of a problem. But for journeys deeper into the smaller rivers, having someone with a good navigation skill and paying for high quality maps can become really appreciated.

The fun part comes with the additional use for navigation checks to make your own maps of the unknown rivers you explore. These maps can be very important if you want to find a place again after having left it, and can be sold to other characters. To make such a map, a character makes a navigation check. The quality of the map and the difficulty to use it depends on the result of the navigation checks. For Worlds Without Number, I’ve decided to make it 20 minus the navigation check result, with the minimum difficulty being 6.

WWN makes skill checks with 2d6, so I think it’s a great idea to let the player roll one of the d6 either open or in secret, and the other d6 gets rolled by the GM. That way the player has a clue for the final quality of the map, but can not be certain how accurate it really is. The ultimate difficulty for using the map remains secret for the GM, at least until the players trying to navigate with the map have reached the destination and will have found out for themselves.

For players going to discover unknown sites by going into these small rivers blindly, one simple approach would be to simply roll a d20, and the result is the number of random encounter checks until the party finds either a small randomly generated site or a larger site whose exact location on the river has remained undefined until a party randomly discovers it. Since you might always need a monster lair or pirate camp if players try to track randomly encountered enemies back to their hideouts, it’s a general good idea to have a couple of those ready at hand anyway. And players can be required to tell the GM that they plan to go on a random exploration a few days before the game.

Row, row, row your boat, bravely up the stream

So, if you have a setting idea that is not centered around kingdoms and cities, what other reference frames can you use to give structure to the peoples and societies of a vast wilderness setting? How about rivers? All the earliest civilizations of the Bronze Age first appeared along the largest rivers in the old world because big rivers are really really useful. They provide a steady source of water, which in the sub-tropical zones where you find these civilizations can otherwise be quite a problem. But they are also extremely useful for transportation. Rivers allow you to transport large quantities of cargo just as easily as by rail. Load all the stuff on a boat, add a sail or go with the current, and wait until you’ve reached your destination. If you have goods to move, rivers are the way to go. Or to float. While water isn’t as much a problem in Central Europe, the region between Germany and France has been constantly contested for many centuries because it’s the origin of the Rhine, the Seine, and the Rhone, having easy access to the North Sea, Atlantic, and Mediterranean.

It’s been one of the design elements for Planet Kaendor very early on that all civilization has to be on rivers or the coast, with the deeper forests being more or less inaccessible for heavy cargos. When I was thinking of city states, I was mostly thinking about the coasts and large ports, but that’s not where the adventure is. Adventure is deep in the forests where the ancient ruins are hard to get to. I am now thinking about moving all the pieces on the map to correspond to three huge river systems and one archipelago of islands of the coast. I really like ocean beaches, but Planet Kaendor is meant to be a forest world foremost. While there won’t be any along the major rivers, there’s more than enough in the islands region. While I have plans for a sub-arctic and a tropical forest set in Kaendor, for practical reasons it makes the most sense to only go with the temperate-subtropical one for now. I think any single campaign is best served by being based entirely on a single river.

The Setting

Since this first river is located in what I used to call the Dainiva forest, I’m going to call it the Dainiva river here for convenience. And since nothing is a permanent as a temporary fix, that’s probably now going to be its name forever. The great Dainiva river has been the home to many great civilizations over the ages. Cyclopean castles of the giant Rock Carvers overlook the river from cliffs towering over the meandering courses of the upper rivers, with the lower river being home to many old Naga cities. Ruins of the sorcerous Tower Builders rise above the dense trees flanking the river banks, as well as the magnificent living citadels of the Tree Weavers. All these civilizations have long ago faded from history, and it was many centuries after the Naga retreated to the jungles of the south that mortal peoples began settling on the lower banks, gradually but cautiously moving into the abandoned palaces of the serpentmen. Among the ruins they discovered the arts of casting bronze and mastering the secrets of alchemy, leading to the rise of the first mortal civilization. Over many centuries and generations, explorers ventured further up the waters, but even a thousand miles upstream, there were still no signs of the headwaters of the major branches. Only more water and trees, and the wrecks of explorers who had gone before them. And more ruins and monsters.

The Map

A setting of this type is perfectly suited for pointcrawls. Since travel is basically linear along the river branches or their banks, and ruins have to be visible from the river for characters to have any chance to find them, using a hexmap would not provide any actual benefits. Instead, a map showing the various main branches can show the distance between any fork, settlement, and ruin right next to them, and you can also use color to mark different types of water. For example, the common speed for rowing a canoe with no current is given in most places as 3 miles per hour. Currents of 1 or 2 miles per hour also don’t appear to be anything unusual, and while many rivers are much faster, the current generally is slower when you stick close to the shores where it’s more shallow. So you can mark the river conditions in three colors. Dark blue for the slowest water, in which rowers go 2 mph upstream and 4 mph downstream; medium blue for faster water, in which rowers go 1 mph upstream and 5 mph downstream; and light blue for waters too rapid to paddle against, that require continuing on foot. But you could still build a single-use raft from trees and go downstream at 6 mph. If you want to, you can also convert straight from miles per hour to miles per day, if hourly precision isn’t desired, but if you don’t have to deal with things like traveling 2.33 hexes in a day, I think tracking distances by the mile isn’t really any nuisance. On the major branches of a river of this size, there is easily more than enough room to navigate large cargo ships like a junk. With a slightly more sophisticated sail than just a plain square cloth, it is possible to sail up a river against the current, even with quite moderate wind coming from the sides. Merchant ships like these would replace the trade caravans seen in many land-based settings.

Settlements are all either directly on the river or at least have an accessible pier that connects to the actual village by a short path. Since they would want to be visited by traders, such piers would be clearly visible. But you could also have lairs of rivers pirates or secret cults hiding in barely visible side branches much too small for larger merchant ships. With civilization being based along the lower river near the coast, settlements become more scattered and smaller in size as one travels upstream. This can be used as a great indicator for players about the dangers they can expect to encounter. In civilized areas on the lower river, big monsters have long been driven out, but all the best ruins have been picked completely clean generations ago. But on the upper river, few mortals have ever set foot and there are both more dangerous monsters and much greater treasures to be found.

Since traveling on water is relatively simple and allows for the transport of great loads with little effort, I think a campaign of this type works best if you make it really big. Make it a river as big as the Volga, the Mekong, or the Columbia, where characters can go exploring for months between the end of the spring floods and the onset of winter. With the help of rafts, parties will be able to return with huge hauls of treasure, so the journey back to civilization should be a long one to compensate. Bigger hauls should translate to fewer hauls.

Basing a sandbox around a river system is also really convenient for a GM. By its nature, its close to a fractal, allowing you to just keep expanding it with more and more side branches as the party continues exploring upstream. A river map does not have to bother with mountains or elevation, and generally there’s no need to be exact about the width and depth of the water. And if you should end up with a branch that gotten too narrow and shallow to continue on, the party can always go back downstream a couple of miles and go up another branch. Now for the lower river, I think the players should have a map of the main branches and major side branches, as those are areas frequented by river merchants making their regular round. But once you leave civilization behind, there’s no limit for how far you can continue.

Similarly, it’s very easy to create villages and ruins in a vacuum and just plop them down on the map wherever the players decide to go. That goes a bit against the common ethos that players should have control over where they go by making informed choices, but I think in a setting like this, there really are not a lot of choices to make. Check it out or continue up the river? And given how many branches a river system of this size has, I don’t think working with fixed locations would actually be feasible. You’d end up with a lot of “this branch gets too narrow to continue and you’ve not seen any signs of a ruin”. That’s not player agency either. You could very well establish some facts about a ruin when the party stops at a village or trade post and gets a tip from the locals. But there wouldn’t be any need to establish any of this before the party arrives at this part of the river.

Encounters and Sites

I think for a campaign of this type, random encounters might actually the bread and butter of many adventures. Ruins are cool, but when slowly travel up a river for hundreds of miles, you’ll be doing a lot of encounter checks.

In a world with river merchants, you’d also get river pirates. Those pirates would know not to bother explorers going up the river in the spring, unless they are desperate for supplies, but be waiting to pounce at any explorers coming back down the river in the fall with their big hauls of loot. Merchants might invite the party to get a free ride with no paddling on their ships in exchange for protection against pirates while they have the same route. On the upper river, you can have encounters with aquatic and semi-aquatic humanoids, who could either be friendly or hostile to rare visitors from downriver with goods to trade. There can be the wrecks of failed expeditions, which might even be salvageable and be sold for a huge profit if floated down the river without sinking. Or repaired and used for further expeditions the next year. Or there could be ancient crumbling dams from the old civilization that threaten settlements downstream with disastrous floods, allowing for some variation between dungeon crawls.

And then there’s of course the river creatures. Obviously crocodiles and big snakes, but I’m really giddy at the idea of giving players a paralyzing phobia of hippos. Someone suggested to me adding dire beaver dams to block of some rivers and require hauling boats over land to continue. I also really like the idea of creatures in the trees following the players in their boats from shore, waiting for an opportunity to attack.

It really is a fairly simple concept for a sandbox setting, but one I think has huge potential, while looking very manageable at the same time.

What is in the box?!

Things are getting real. My apprenticeship as a gardener is coming to an end in barely more than a week and then it’s off to university for me again. And that means hypothetical ponderings for a future campaign are now turning into actual preparations for the next campaign. Probably not in february, and perhaps not in march either. But then it’s time to get butts on chairs and dice rolling.

I must confess that even as a GM with two decades of experience, I don’t think I’ve ever been a great GM. Judging from players’ reactions in the past, not a terrible GM, but really not a great one either. To me, all the campaigns I’ve ran where pretty meh. This time I am vowing to do better. I have spend a lot of time and effort into learning what makes great games in theory, and why I didn’t manage to pull it off in practice yet since my last campaign.

I think there are two things that have changed in how I approach a campaign now, both very much influenced by learning how Apocalypse World works and is meant to be run, even though I am now preparing for a Dungeons & Dragons 5th Ed. campaign. The first one is that a campaign is about the player characters. The PCs are the protagonists who are driving the story and who are its heroes. We all play the game to see the PCs doing exciting things. Any NPCs that I have are supporting cast to enable the PCs to do exciting things. The second thing is that the world that I made also exists to enable the players experiencing exciting things. Every place that I create, every faction that I make, and also all the NPCs that I prepare exist for the explicit purpose of creating excitement for the players. If it burns, let it burn. If if dies, let it die. This world doesn’t exist to be the setting for a metaplot that gets constantly updated by some company. If the world looks completely different once the players have been through it, that’s totally fine. If everything gets fucked up by the players’ antics, then it was probably very exciting for the players to experience it. And that’s the whole purpose of playing the game.

As such, I decided to take another shot at a sandbox. Of the non-hexcrawl, non-megadungeon type. An environment that is full of strange sights and interesting people that will react based on what the players do. I have heard many great things about such campaigns, but one of the challenges is that for the world to react, the players first have to do something. And for the players to do anything, their curiosity first has to be caught by something. That’s the big problem with “Yo all start in a tavern. You can do anything you want.” If the whole world so far just consists of a nondescript tavern, there isn’t anything for the players to want yet. While there is a lot of information and advice around for preparing a sandbox campaign and for running a sandbox campaign, there appears to be very litle about starting one. Lots of people can tell you how to run session 0 and session 2, but what about session 1?

A good while ago I did come across one promising looking option someone wrote about years ago. At the start of a sandbox campaign, don’t let the players do whatever they want, but tell them what they should do. Start the campaign on a train, but then drop them off at the train station. If you do it right, you will have introduced them to enough things about the starting area during that initial train ride that they have sufficient information and incentives to take off on their own from there. Thinking about it, I remembered one of my favorite scenes from the Fellowship of the Ring movie. The hobbits have been on a quite wild adventure, that is much larger and wilder in The Lord of the Rings, and finally reach their destination where Gandalf told them he would take over as their leader and guide again. And they also expect him to take care of the threat that is following them. But he’s not there, and hasn’t been seen in the area for months. “What are going to do now?”

The hobbits of course still have their bigger goal of having to get the Ring to Rivendell, but I think this moment in the story is precisely that train station. The initial instructions are completed and the heroes find themselves in a place that is new and full of possibilities for them, but simply going back home and waiting for a new call to adventure isn’t a practical option either. Based on that, I have come up with an early concept for a campaign start that I currently very much consider using.

“In a wrecked ship that was washed up on the shore, you discovered a sturdy chest bound with iron. It resisted your attempts to open it, but a sage was able to detect an enchantment on the chest and  identify the lead seal on the hinge as that of a wizard who lives in a town a week’s travel up the coast to the North.

At the end of the first day of your journey to the wizard, you reach the local trade post where you can complete your preparations for the rest of the journey north.

The trade post is kind of a tavern, but the players start there as an existing party and with a destination where to head for when they leave. After they have bought whatever supplies they want and can afford, they have the option to take the coastal road north, or to get passage on a boat to their destination. If they take the road, they get two opportunities to chose between staying close to the shore or take a shortcut through the forested hills. Perhaps have any ship they take make a stop halfway along the road, between the shortcuts, so the players have another opportunity to switch from boat to one of the land routes on the second leg of the journey. This serves to teach the players that they have to chose between different aproaches themselves, without any guidance. Even at this point when their destination has been set for them.

Along each path there will be several encounters that introduce the players to various aspects of this world they are not yet familiar with. Some of which I want to include clues to something more interesting nearby. The players can chose to come back and check them out later once they have delivered the chest, or they can decide that the chest can wait and they go checking it out now. This also puts the players into situations where they can chose without any guidance. They have an objective, that isn’t really that interesting, but there also isn’t an hurry to complete it. If they run into something that seems to be more interesting to them, they are free to chase after that instead. Now one could argue that this has the major drawback of having to create three adventures while knowing that you will only be using one, which is super inefficient. However, this is meant to be a sandbox campaign. The players traveling along this coastal road again is quite possible. But even if they don’t, all of this content can easily be used on any other costal road in the future. It’s not wasted work, but rather some pregenerated content to use whenever it might come handy.

The chest is, obviously, a bit of a Macguffin. The players will recognize it as a plot cupon that they need to follow to find the main adventure. But it’s not like they actually have to take it to the wizard. What keeps them from opening it is a simple arcane lock spell. The chest can be opened by the wizard who it belongs to, but also by most 3rd level wizards with a knock spell and pretty much every 5th level spellcaster with a dispel magic spell. Or the players could chose to just chop the whole chest to pieces with enough persistence. In fact, it is going to turn out that the wizard isn’t going to take the chest off them for a reward.

And that’s the train station moment I am aiming for. The players find themselves in a town, that I hopefully can make appear as interesting to explore, with a chest they can’t deliver and would need to find help to open, some things they could go back to and explore further on the coastal road, and what I feel as being quite important, no place or quest giver to return to. If an NPC gives the players a mission and they can’t complete it, I would very much expect them to go back and ask what they should do now. If the wizard had hired them to get back his Macguffin and he isn’t there when they return, they most likely would assume that they are supposed to go searching for him because that’s what the GM has planned for the story. Making the starting adventure have no quest giver seems like something quite important to me to get that transition from preset goal to player drive  play.

Thoughts about Star Wars Sandboxes

Recently I’ve been thinking about a sandbox campaign set in the Star Wars galaxy and whether these two things could actually work together in a way that gives them both justice. And I’ve come to believe that yes, it can be done. Though with some limitations, however.

The People

Broadly speaking, there are three main categories of heroes in Star Wars. Rebels, Jedi, and Scoundrels. Of these, I think only scoundrels can actually work as a party for a sandbox campaign. Scoundrels are great because they are inherently proactive. Because they are always looking out first for Number One. They are interested in their own benefit, which more often than not means credits. Smugglers and bounty hunters always have a default goal they can pursue in absence of anything else pressing: Make more money! This puts them into immediate conflict with the law and generally involves messing with pretty violent people. A scoundrel campaign is pretty much writing itself, which is what you want in a sandbox.

Playing rebels is more of a problem, though. The goal of rebels is to take down the Empire through military actions and targeted sabotage. But just going around collecting stormtrooper helmets is not going to do that. There is effectively an endless supply of those. To make a real difference, their attacks have to be part of a bigger strategy and need to be coordinated with lots of other people. Which means that all the big decisions are being made by rebel leaders who have a more or less complete overview of the entire military situation. If the players are getting orders from higher up, it’s not really a sandbox, regardless of how much freedom they are given in the execution of their orders. If they play military leaders than you’re playing a wargame. Doing things you like doing and opening new adventures where you spot them does not work when playing rebels. And neither does it work when playing Imperial officers or troops.

Jedi are more flexible compared to military characters, but they are by their very nature completely reactive. Jedi wait in vigilance until the Sith rear their ugly heads somewhere in the galaxy and then go chasing after them until the status quo has been restored again. This doesn’t really work as a sandbox either. It’s always the Sith or oder Dark Jedi who have the full initiative and drive the plot forward. As long as there are no Sith stirring shit up, Jedi don’t have anything to do that would be proper Jedi adventures. As with rebels, you can give Jedi a great amount of freedom in how they go after their enemies, but they need to be given an enemy to chase after. They can not really start things on their own, which is a pretty big deal in a sandbox campaign.

The Places

The galaxy of Star Wars is big. Really big. There are thousands of inhabited planets that are each a full world in their own right. Trying to map all of this in the traditional way is, and in this case literally literally, impossible. But the way characters are interacting with space and distance in Star Wars is completely different from the way you find in Dungeons & Dragons for example.

For one thing, travel between any two places in Star Wars is effectively instantaneous. Various Star Wars RPGs have various charts for distances and spaceship speeds, but if you go by the movies, hyperspace is almost teleportation. In the scene where Luke first trains with his lightsaber on the Milennium Falcon, Han comes from the cockpit apparently just having put the ship on autopilot after making the jump from Tatooine. And the same scene ends with everyone going back to the cockpit because they arrived at Alderaan. And when Anakin is fighting Obi-Wan on lava world, the Emperor has a premonition that he needs saving and gets his shuttle ready. It’s not clear how long it takes the Emperor to fly all the way from the Core World to the Outer Rim and back, but they didn’t bother giving Anakin any medical attention before they are back at Corruscant. Doesn’t look like the whole thing took more than half an hour at most. In addition, aside from Interdictor Cruisers that know exactly where and when to ambush you, nothing can interrupt a hyperspace jump. There are no random encounters in interstellar space. Even if in your game travel between planets takes several days, it’s empty time in which nothing happens. Local planetary travel is also never really adressed. You can get from any one place on a planet to any other place just as fast as you can get to the other side of the galaxy.

A map for a Star Wars sandbox would look completely different than a map for a Dungeons & Dragons sandbox. When you can go to any place in the galaxy almost instantly, distances and relative positions become irrelevant. Instead of going to specific places, you really are going to visit specific people or buildings. On the whole planet of Dagobah, there is really only a single place. Yoda’s home. You could also consider the Dark Side cave as a second place but that’s really it. Corruscant is massive, but as long as you don’t have the specific adress of a specifc person, nothing on that whole planet is of any relevance to the players who have no reason to visit it. Instead of making a map for a Star Wars sandbox, you really need an adress book. People and specific places like cantinas, stores, hideouts, and bases are what makes up your sandbox.

The Other People

However, places are almost always defined by either something that is hidden inside them, but most often by the people who are staying there. There are very few places in Star Wars that are interesting by themselves in the way that great dungeons are in D&D. The stories in Star Wars are always stories of people, not of places. When you prepare a Star Wars sandbox, preparation shouldn’t start by drawing a couple of dungeons that the players can exmplore. The real heart of the sandbox are the NPCs. The villains and the allies. Of course Star Wars has lots of absolutely fantastic and stunning locations, but their purpose is always as a dramatic background for interactions with other characters.

NPCs really are everything in any Star Wars campaign. They are what will make or break the game. And when you make NPCs for Star Wars, always go full out. Hold nothing back. Make them as outragously awesome as you can possibly get. In particular the villains. The villains are what your players come for when playing a Star Wars game and they want, and only deserve, the most awesome ones. Darth Vader and Boba Fett leave pretty big boots to fill, but you should aim that high. If the NPCs are not really that interesting, then it just won’t reach the awesomeness that is Star Wars.

Pointcrawling a Dungeons and Swamp?

This is a problem that has been bothering me for a week now.

A pointcrawl map is an excelent solution to dealing with navigation in two situations. When you want to go from one known point to another known point and there are only a few possible routes that make sense, and when there is only a limited number of possible paths you can take from your current location. Which is the majority of overland travel. However, while working on the first segment of my next sandbox campaign, I noticed that it’s really difficult to use this method for searching a hidden ruin in a swamp. You don’t know the destination and there are no preexisting paths. The original pointcrawl concept explicitly mentions that real wilderness travel is almosy never blindly going in one direction but always either following a path or heading for a landmark. And I agree with that, so that I have started to believe this is not the fault of the pointcrawl but the fault of the swamp. If I want to handle travel in my campaign as a hexcrawl, then I have to change my ideas of how the players get to the ruin in the swamp.

Another issue that’s even tougher is using pointcrawling inside a huge dungeon that is mostly empty and irrelevant rooms and tunnels. A pointcrawl seems like a good idea to only fully play out the interesting sections of the whole dungeon. The chapple, the lab, the monster pens, the gatehouse, and so on. In a somewhat open castle this is no problem. Players can see the keep, the chapple, the stables, and the gatehouse from afar and chose their destination as they leave one area. But in an underground dungeon that doesn’t work. You don’t know what’s behind a door or corner until you enter the new area. It’s a completely different way people are navigating such environments.

If players are in the gatehouse and have the options to go from there to either the stables or the barracks, then the players have to know that these are the two things they can pick from. Otherwise it’s just randomness that takes them to the next area, not a meaningful choice. In a sci-fi setting this could be easy. Just have signs on the walls that tell you where you can go from here and how you get there. In a cave network or ancient ruin, that’s not a feasable approach, though.

Solutions? I don’t have any. I am still working on it, but so far I’ve made little progress beyond identifying the prolem. But my efforts will continue and maybe I’ll come up with something smart one day.