Joe's post on the Quantum Ogre raises an old question about sandbox play: when does moving an encounter around interfere with players' freedom to decide what their characters do?
Where I disagree is that players' choices matter. It doesn't matter to me whether they made an informed choice or the choice resulted from blind chance. What matters is the consequences of that choice.
Suppose there is a fork in the road. They know nothing about either path. They choose the left fork. Joe argues that if they know nothing about either path, then putting a prepared encounter, like an ogre, on either road doesn't cost them anything.
For me, the question is different.
Why is the ogre there?
To answer that, I look at how I described the setting and the campaign's current circumstances. But another factor is particularly relevant in Joe's post. Whether anything was prepared at all; thus, both roads could represent a blank slate.
Part of my Bag of Stuff consists of prepared encounters that aren't tied to a particular region or location. So how is using something from my Bag of Stuff any different from what Joe is doing by placing the ogre encounter regardless of which fork is taken?
The difference is that Joe's procedure allows the ogre to be placed on whichever road the players choose because nothing distinguished the roads beforehand. What I do instead is look at what I know about each road, make a short list of what could be there, and roll to see if the result is an ogre on the list, since the chosen road runs through some hills. Then I will use that ogre encounter in my Bag of Stuff.
I do this to discipline myself so that I always follow through on the consequences of the players' choice instead of changing the circumstances because I have something prepared that would be convenient to use. To be clear, rather than treating the "blank slate" as permission to use something I prepared, I treat it as an uncertain part of my setting that I need to resolve during the session.
That said, I like and agree with quite a bit of Joe's post.
There is a section where he had a goblin cave prepared. The goblins were causing trouble for some local halflings, but the players opted to deal with some orcs instead. As the campaign progressed, Joe adjudicated that the halflings took care of the goblins themselves.
Joethelawyer, Quantum Ogre
Another variation on this I’ve experienced as a GM is where the encounter is more than just a basic bullshit ogre on the road or goblin ambush. For example, I made up a large cave complex where a clan of goblins lived, and they were raiding the halfling lands around. The PC’s had a choice to go there, or to orc caves, or a couple more places. They went to the orc caves, kicked their asses. Through roleplaying later, the halfling village they saved said they’d take care of the goblins, thanks for the help.In my view, this represents World In Motion, an aspect of a Living World Sandbox. That is, as players make their choices and act accordingly, the other inhabitants aren't standing still but making decisions themselves. In this case, to finally deal with those pesky goblins once and for all.
As for the prep, it went back into his Bag of Stuff and was repurposed later with different inhabitants and circumstances, which is exactly what the Bag of Stuff is for.
The goblin caves went unused. It would be a bullshit move as a GM to have the PC’s encounter the goblin caves in the next encounter. But there’s nothing wrong with using it in the future. I reskinned it a bit, added a two-headed troll, and used it as an encounter with a different group. I could have used it with the same group once enough time had passed, and it was in a different place.
If you are interested in my ideas behind my Living World Sandbox. I have a blog post below summarizing what that type of sandbox campaign entails.
And I collected all my posts on Sandbox Campaigns on this page.
Sandbox Campaigns often fail when players feel they lack information and that their choices are little better than throwing darts at a board in the dark. In the decades I have been running Sandbox Campaigns, one key tool I use to combat this issue at the start of a campaign is working with the player to establish their character's initial context. This helps them make informed choices as their characters the moment the campaign begins.
Creating CharactersCreating characters for the Majestic Fantasy RPG involves deciding on an initial context, rolling attributes, picking a character class, choosing a character background, allocating skill points, and finally choosing equipment and spells. The following outlines each of these in detail.
The Initial ContextThe players’ choices as their characters propel sandbox campaigns. However, to make choices, the player has to understand the circumstances and the character’s context. Otherwise, the options are no better than making a random dice roll.
The Initial Context is particularly important at the start of the campaign, when there are no past events for the players to reference when making decisions as their characters. The Initial Context establishes the character's circumstances at the start of the campaign, enabling players to make informed choices from the outset.
The Initial Context doesn’t have to be elaborate. It only has to be sufficient. What is sufficient varies from player to player. I have had players come up with detailed histories and backstories, as well as those who found a single sentence sufficient. “Max likes to hang out at bars in Eastgate and likes to get involved in trouble.” This player decided to make a Human Thug in a campaign set in the City-State of Eastgate.
Most players find a paragraph or two of personal background sufficient, along with a handout of the region or city they will be starting out in.
Ideally, with the Initial Context, the players should know or have created:
I encountered this in HârnWorld, released by Columbia Games in 1983. The basic idea is that you sit down one-on-one with each player before the first session to flesh out the character’s background. Mostly, this is some discussion intermixed with a bit of light roleplaying.
This technique effectively minimizes the write-up required for handouts. The discussion and roleplaying often work better and are more fun than reading a document, particularly for players or groups who want detailed backgrounds at the start of the campaign.
If this feels too formal or you don’t have the time, that’s OK. The key is that the Initial Context fits the group’s time and interest.
Definition NoteInitial Context: The circumstances, location, and relationships that define where the character is at the beginning of the campaign.
Previous Section: Part 3
Next Section: Part 5
I find it useful to include a brief note on the assumptions behind why I design things the way I do. In the case of the Manual of the Three Adventuring Arts, I help the reader with information so they can weigh the benefits of the different options I write about for character creation and adjudication.
Rule AssumptionsThe following is a summary of the assumptions used by the rules of the Majestic Fantasy RPG. They are useful to know as you work your way through the various lists of available options, such as classes, backgrounds, skills, and spells.Combat ActionsIn combat, every character gets two actions during their six-second turn. Each character rolls a 1d6 initiative roll to determine the order in which they act. The character’s Dexterity bonus and other abilities may modify the initiative roll. Monsters may use half of their Hit Dice as an initiative modifier.Previous Section: Part 2
Next Section: Part 4
Welcome to the Majestic Fantasy RPG. What is it, and what sets it apart? It is meant to do a few things. It supports my setting, the Majestic Fantasy Realms. It is built to run sandbox campaigns. And it is written to be useful for people running fantasy games regardless of edition, setting, or rule system.
The Majestic Fantasy Realms grew out of the fantasy campaigns I have been running for my friends for over four decades. I kept the same setting across successive campaigns, with different groups and even different systems. Over time, that produced a fair amount of original material. The Majestic Fantasy Realms is the setting portion of that work. The Majestic Fantasy RPG is the rules portion, adapted to classic Dungeons & Dragons.
What makes this a sandbox RPG? In a sandbox campaign, the players act as their characters and decide what matters. The direction of the campaign comes from the choices they make. The referee builds the setting and serves as a neutral arbiter. My book How to Make a Fantasy Sandbox explains how to build a setting. The Majestic Fantasy RPG focuses on how to describe that setting in game mechanics, how to adjudicate the players' choices, and how to keep the world in motion. What it does not do is tell you how the campaign ought to go or what choices the players ought to make.
I have always kept my campaigns grounded in the medieval fantasy of classic Dungeons & Dragons, no matter what system I was using at the time. Decades later, medieval fantasy and D&D tropes still sit at the heart of most fantasy roleplaying games.
Throughout the text you will see Rob's Notes. These are short comments explaining why I wrote certain sections the way I did. By laying out the thinking behind the rules, I hope the material remains useful even if you do not adopt the system as written.
Over the years, and after reading more about how Dungeons & Dragons developed, I came to believe that most campaigns are hybrids to some degree. By including Rob's Notes and structuring the Majestic Fantasy RPG as four books, I want this game to be useful even if you only use parts of it.
Thank you for reading. Let's step together through the door and see what kind of world you and your players will build.
IntroductionThe Majestic Fantasy RPG consists of four books: The Manual of the Three Adventuring Arts, The Doomsday Codex, The Legendarium of the Fantastic, and The Tome of the Mundane, Strange, and Arcane. The book you hold, The Manual of the Three Adventuring Arts, is the player's handbook of the Majestic Fantasy RPG.
Here you will find the rules that govern the Martial, Mundane, and Magical Arts as they apply to creating characters and adjudicating their actions. This includes the classes they may pursue, the workings of arcane and divine magic, the equipment available to them, the resolution of combat, and advice for players exploring the Majestic Fantasy Realms or any setting your referee creates.
Everything here assumes a medieval fantasy setting. Its historical foundation rests between the fall of Rome and the Age of Reformation and Exploration, when firearms and long ocean voyages began to appear. Onto that foundation are added the familiar elements of Dungeons & Dragons: Vancian magic, dragons, and the strange creatures found across its various editions.
With modest work, these rules can also support campaigns set in earlier periods or later ones up to the first industrial revolution.
Previous Section: Part 1
Next Section: Part 3
I just shipped off the draft for my Scourge of the Demon Wolf, 2nd edition, to my editor, and I am resuming work on my next major project, the full version of the Majestic Fantasy RPG.
For those who don't know, I started publishing on my own by releasing Supplement VI: The Majestic Wilderlands. Not only was it a setting overview of my Majestic Wilderlands, but it was also a supplement adding classes and other rules to Swords & Wizardry, Core Rules circa 2009.
Since then, I've used it in various campaigns, and by the mid-2010s, it had become a complete system in its own right. Still compatible with Swords & Wizardry.
I realized many of you already have a favorite edition or clone, and that more of you opt to run your campaign using a kitbash of your favorite subsystems. While the Majestic Fantasy RPG is a complete RPG in its own right, I also designed it so that it is easy to pull apart so you can use as much or as little of it as you want in your own campaign. To help with this, the text will feature numerous Rob's Notes that explain why certain sections work the way they do.
I created a basic overview for my players, which you can download here.
https://www.batintheattic.com/downloads/MW%20Majestic%20Fantasy%20Basic%20RPG%20Rev%2010.pdf
Later in 2020, I expanded it, had it edited, and released it as the basic rules here.
https://www.drivethrurpg.com/en/product/337515/the-majestic-fantasy-rpg-basic-rules
Now I am working on the full version as a sandbox RPG supporting my Majestic Fantasy Realms, Living World Sandbox Campaigns, and medieval fantasy settings. If you have questions or want to discuss something, the best place is the development log thread I maintain on the RPG Pub. https://www.rpgpub.com/threads/the-majestic-fantasy-rpg-draft.12932/
The system will be presented as four digest books, split so each is a useful reference in its own right.
The Manual of the Three Adventuring ArtsThe Domesday Codex
A manual of characters for the Majestic Fantasy RPG.
The Legendarium of the Fantastic
A manual of monsters for the Majestic Fantasy RPG.
The Tome of the Mundane, Strange, and Arcane
A guide for running campaigns using the Majestic Fantasy RPG, along with various subsystems like Merchant Adventures, and material like Magic Items and Treasures.
Libram of Spells
(print only, the PDF will be included in the files for the Manual of the Three Adventuring Arts)
Rob's Note: Several people suggested offering a print version of just the spells. The spells will also be included in the Manual of the Three Adventuring Arts.
So for a couple of years, I've been slowly putting together an explanation of how I run tabletop roleplaying campaigns, and I finally got a good intro and summary that tie everything together and give me a foundation for organizing the details of what I do.
The Living World SandboxA Sandbox Campaign is a way to run a tabletop roleplaying campaign in which the players, rather than the referee, determine the campaign's focus. The referee creates the world, its characters, locales, and geography. During play, the referee role-plays the creatures and non-player characters and adjudicates the players' attempts as their characters. The players are free to pursue whatever catches their interest or go wherever they believe will further their goals.Since the release of the guidebook and the poster maps, I have gotten excellent feedback on both. Several comments made me realize that I was too focused on the 12" by 18" poster format.
Based on that feedback, I realized we also need the maps in book form. So I divided the four poster maps into 25 overlapping sections and created a visual index to make them easy to use.
This format has several advantages.
The books also include printed versions of the travel and encounter reference sheets I created for the digital download, along with a copy of the Terrain Index and the Locale Registers for each of the four poster maps.
There are two formats available: a softcover standard-color book for $9.99 and a hardcover premium-color book for $19.99.
For those of you who already bought the guidebook or backed my Kickstarter, I have emailed you or sent you a Kickstarter message with a discount coupon for both versions. They are marked up slightly so they register as a sale on DriveThruRPG for promotional purposes.
The link to the Maps and Reference Sheets for the Northern Marches Book.
My friend Joe the Lawyer and I are having a live discussion about the Northern Marches, along with other OSR and RPG topics, tomorrow, Sunday at 5 pm Eastern Daylight Time.
I hope you will join us. Feel free to ask Joe and me questions during the livestream. If you are unable to make it, post your questions in the comments on the post or video, and I will try to answer them.
Into the Majestic Fantasy Realms the Northern MarchesI have known Agile Monk for a long time, and we have talked a lot over the years about my work and the OSR in general. Recently, he and his team at Fantasy Companion Workshops launched a crowdfunding campaign to fund two books designed as expert-level gaming resources. The Kickstarter is due to end in two days, on June 25th at 4 pm Eastern Daylight Time.
Wonderous & Dangerous Consortiums & Xendria World/Lore Book Kickstarter
The first book, Wondrous and Dangerous Consortiums, focuses on worldbuilding and helps the referee design organizations, societies, clubs, guilds, and similar groups for their campaigns.
The second book is Xendria, a fantasy setting designed by the FCW team. The book is system-agnostic, but includes adventures and support material for Castles & Crusades, ShadowDark, D&D 5e, and Nimble 2e.
I hope you take a look at what Agile Monk and the Fantasy Companion Workshops team are doing and consider supporting their efforts to bring these projects to life for the rest of us to use and enjoy.