Half of this is a little vent, but also looking for some advice.
My campaign has been running since level 8, and recently hit level 14 (session 72!)
The party decided to head down a tunnel they found in a cave, and so I prepped the next section of the world down the tunnel. Partway down, one of them asked how far down they were and I had them roll survival, which gave them the information that they were likely heading toward the Underdark.
Unexpectedly, they decided that the underdark was too dangerous and immediately turned around. They didn't ask if their characters knew about the dangers of the underdark, they just assumed it was too dangerous and turned around, leaving all that prep behind.
Now they are planning an overland trip across some wilderness to find a manor house they were going to look for in a few sessions time.
I can prep the next bit as well, but they are becoming quite hesitant to explore recently - this is the second time they've doubled back after picking a direction. I usually ask where they're heading next and prep between sessions, so it's a little jarring for me when they change their minds!
I know the answer will be along the lines of "talk to your players, tell them that level 14s should be able to handle the underdark" - like I said, this is half venting.
What do other people do with indecisive players in sandboxes? How do you make your lives easier for prep?
I prep a few alternatives, which all lead into the same place eventually. It might not be during the same session, but.. eventually. And then I try to give them a personal reason to choose a specific path, so that the characters feel the need to continue on their chosen path or something worse will happen. If it's a few days travel and then they decide to do a 180, then it's another few days back. That's already a week lost for nothing and the bad guys are not sitting idly waiting for the party to make decision. Even if I don't have anything planned for such an event, I hint at the possibility, which usually gives the party enough determination to going through their original plan.
The real answer is that indecisive players are a poor fit for sandboxes. They work better in a more structured campaign.
I don't have a lot of great advice, because my group has relatively short sessions, so I can improvise on the spot, then prep (inasmuch as I prep) before the next session.
One thing you might try is, once they choose a direction, just jump to the destination. If they decide to go down a tunnel to the underdark, is there any good reason to play through the tunnel, instead of cutting to where they come out of the other end? If they're prone to backing out in transit, skip the transit.
I agree with the OP that the answer is talk to your players, but not to tell them they’re level 14 so they’ll be fine.
Instead, you lay on the guilt. You play up the social contract inherent in the game. Explain that when they decide where to go, you put a lot of time and energy into prep for that. When they later decide to double back, they’ve now really wasted your time. Not to say they shouldn’t ever, particularly if new information comes to light, but the baseline should be them sticking to their plan.
I’d think after 72 sessions, you should have earned enough trust that whatever they face may be dangerous, but it will also an appropriate challenge. Characters may die no matter where they go, but you’re not out to get them.
Of course, the other tip is on your end don’t plan more than 1 session in advance. Maybe you have a vague idea of what’s going on 2 or 3 or 5 sessions down the line, but only do the real prep for one. Also, if you don’t already do this, always end the session with a discussion of what they’ll do next. Even if it’s an above table discussion, it can really help cement the plan.
For my prep, I have a sheet of various ideas for the areas they currently are in and for plot points that I can flesh out. When I need something new, I look at my sheet and quickly find something to make. It actually works pretty well to have all your options on paper for a quick prep reference.
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He doesn't have much besides the skin on his bones. Me: I'll take the skin on his bones, then.
"You see a gigantic, monstrous praying mantis burst from out of the ground. It sprays a stream of acid from it's mouth at one soldier, dissolving him instantly, then it turns and chomps another soldier in half with it's- "
If you want them to go a certain way, give them a reason to go there.
If they explore a cave and decide to "nope" out, that's pretty much it.
But if they explore a cave, realize it might lead to the underdark, and one of the players has a in-campaign goal that turns out requires them to go to the underdark, then there you go.
If they prepare to go to the manor house, and one of the players realizes their long lost father might be there, or a clue as to what happened to Dad might be there, then there you go
Just out of curiosity, have any of the characters in the party ever died? Because it sounds like they might simply be afraid to face the possibility of character death. By level 14 they should be facing off against threats that have a high possibility of being able to end a character. But they should also have the power to defeat such threats. Maybe they just need a really devastating combat that doesn't necessarily end a character or two, but one that brings them real close, just to show them how resilient their characters truly are. Rip off the band-aid!
As for the tunnel problem, if it ever comes up again: They're heading down a long tunnel for a long time, they realize they're heading for the Underdark, they decide to turn around and head back up, but... the tunnel collapses behind them. Bummer. The only way out is down. And maybe in the distance way up ahead they spot something shiny. Give them something to entice them forward. Greed often overcomes fear.
Hey all!
Half of this is a little vent, but also looking for some advice.
My campaign has been running since level 8, and recently hit level 14 (session 72!)
The party decided to head down a tunnel they found in a cave, and so I prepped the next section of the world down the tunnel. Partway down, one of them asked how far down they were and I had them roll survival, which gave them the information that they were likely heading toward the Underdark.
Unexpectedly, they decided that the underdark was too dangerous and immediately turned around. They didn't ask if their characters knew about the dangers of the underdark, they just assumed it was too dangerous and turned around, leaving all that prep behind.
Now they are planning an overland trip across some wilderness to find a manor house they were going to look for in a few sessions time.
I can prep the next bit as well, but they are becoming quite hesitant to explore recently - this is the second time they've doubled back after picking a direction. I usually ask where they're heading next and prep between sessions, so it's a little jarring for me when they change their minds!
I know the answer will be along the lines of "talk to your players, tell them that level 14s should be able to handle the underdark" - like I said, this is half venting.
What do other people do with indecisive players in sandboxes? How do you make your lives easier for prep?
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Have multiple things prepared in one area
I prep a few alternatives, which all lead into the same place eventually. It might not be during the same session, but.. eventually. And then I try to give them a personal reason to choose a specific path, so that the characters feel the need to continue on their chosen path or something worse will happen. If it's a few days travel and then they decide to do a 180, then it's another few days back. That's already a week lost for nothing and the bad guys are not sitting idly waiting for the party to make decision. Even if I don't have anything planned for such an event, I hint at the possibility, which usually gives the party enough determination to going through their original plan.
The real answer is that indecisive players are a poor fit for sandboxes. They work better in a more structured campaign.
I don't have a lot of great advice, because my group has relatively short sessions, so I can improvise on the spot, then prep (inasmuch as I prep) before the next session.
One thing you might try is, once they choose a direction, just jump to the destination. If they decide to go down a tunnel to the underdark, is there any good reason to play through the tunnel, instead of cutting to where they come out of the other end? If they're prone to backing out in transit, skip the transit.
I agree with the OP that the answer is talk to your players, but not to tell them they’re level 14 so they’ll be fine.
Instead, you lay on the guilt. You play up the social contract inherent in the game. Explain that when they decide where to go, you put a lot of time and energy into prep for that. When they later decide to double back, they’ve now really wasted your time. Not to say they shouldn’t ever, particularly if new information comes to light, but the baseline should be them sticking to their plan.
I’d think after 72 sessions, you should have earned enough trust that whatever they face may be dangerous, but it will also an appropriate challenge. Characters may die no matter where they go, but you’re not out to get them.
Of course, the other tip is on your end don’t plan more than 1 session in advance. Maybe you have a vague idea of what’s going on 2 or 3 or 5 sessions down the line, but only do the real prep for one.
Also, if you don’t already do this, always end the session with a discussion of what they’ll do next. Even if it’s an above table discussion, it can really help cement the plan.
For my prep, I have a sheet of various ideas for the areas they currently are in and for plot points that I can flesh out. When I need something new, I look at my sheet and quickly find something to make. It actually works pretty well to have all your options on paper for a quick prep reference.
He doesn't have much besides the skin on his bones. Me: I'll take the skin on his bones, then.
"You see a gigantic, monstrous praying mantis burst from out of the ground. It sprays a stream of acid from it's mouth at one soldier, dissolving him instantly, then it turns and chomps another soldier in half with it's- "
"When are we gonna take a snack break?"
a sandbox is open choices. They made a choice.
If you want them to go a certain way, give them a reason to go there.
If they explore a cave and decide to "nope" out, that's pretty much it.
But if they explore a cave, realize it might lead to the underdark, and one of the players has a in-campaign goal that turns out requires them to go to the underdark, then there you go.
If they prepare to go to the manor house, and one of the players realizes their long lost father might be there, or a clue as to what happened to Dad might be there, then there you go
Just out of curiosity, have any of the characters in the party ever died? Because it sounds like they might simply be afraid to face the possibility of character death. By level 14 they should be facing off against threats that have a high possibility of being able to end a character. But they should also have the power to defeat such threats. Maybe they just need a really devastating combat that doesn't necessarily end a character or two, but one that brings them real close, just to show them how resilient their characters truly are. Rip off the band-aid!
As for the tunnel problem, if it ever comes up again: They're heading down a long tunnel for a long time, they realize they're heading for the Underdark, they decide to turn around and head back up, but... the tunnel collapses behind them. Bummer. The only way out is down. And maybe in the distance way up ahead they spot something shiny. Give them something to entice them forward. Greed often overcomes fear.
Anzio Faro. Protector Aasimar light cleric. Lvl 18.
Viktor Gavriil. White dragonborn grave cleric. Lvl 20.
Ikram Sahir ibn-Malik al-Sayyid Ra'ad. Brass dragonborn draconic sorcerer Lvl 9. Fire elemental devil.
Wrangler of cats.