[RPG] How to effectively (pre)build encounters for a ‘Sandbox’ Setting

dnd-5erailroadingsandbox

I have a dilemma for my user created (original) High Fantasy setting. I have every zone, NPC, region and it's potential creatures all designed and solid. It's been a long running RP over Forums for a long time. I'm not lacking in story or background or how to tell said story. I am telling said story over a 'Virtual Tabletop' which I wont advertise on here. Suffice to say it allows me to physically build my maps and encounters with tokens and tiles and such. To pre-build the next leg or 5 of their journey. It's immersive…and they love it so far.

My problem comes from being a semi fledgling Dungeon Master and having no idea how to go about allowing them freedom of going where they wish and keeping the creatures they may encounter in any given area static with their level. Even with the full DMM and MM at my fingertips, I can't find a way (that I understand) to take a set of encounters I pre-built for them to go through at level 4, and turn them into level 6 encounters because they went a different path and will later arrive at said encounters.

I'll try and elaborate without rambling.

I originally thought they would go the following route:

Greater Forest StarterLesser ForestPlainsMountains

I built encounters to their EXP Threshold to make sure they had smooth leveling experiences as they went through. Well the above plan didn't go as I thought and they'll be going north straight to the mountains first as they seemingly pose the most intrigue to them. I have NO problem with this….but now I have an entire map of encounters built for level 6 that need to be level 4. No where can I find an equation or chart on how to alter creatures from the Monster Manual (MM) and make them higher or lower to fit my exp budget needs for them. 4E had an online monster creator and easy methods of making my own. 5E? Not so much.

I don't want to railroad my players into a linear adventuring experience if I don't have to. What are some suggestions to encounter building encounters that are easily changeable either up or down pending player character choice?

Best Answer

My suggestion? Don't.

When I run sandbox games, I tend to divide the world into regions of general power; I start the players off in a low threat zone, full of mudcrabs, rattata, and the occasional goblin. Then, in universe, I tell the players what areas are safe. Rumors in the bar that the road to Harborhead has been having some bandit troubles. The city watch warning them as they leave town to take the left fork, not the right one, because the Ghostgate is full of terrifying spirits. A traveler who explains he and his whole town had to pick up and leave because a dragon took up residence in the mountains to the north. These hints allow the players to decide how much they're willing to risk; the loot and XP for taking out that dragon will be incredible, but it's very likely to roast them alive on the first round.

It sounds like you've played 4th edition in the past, which had a fairly strict power curve. 5th edition actually works even if the characters aren't at the same level as their opponents, helped by the fact that there isn't as big a difference between low and high level characters. Still, you and your players may have some habits to break.

As players, they need to learn how to pick their battles, estimating which fights they can win and setting things up to give them a leg up. They also need to learn when to retreat and back off. Some fights aren't winnable, for reasons nothing to do with levels. As a DM, you need to learn to foreshadow encounter difficulty clearly. (Honestly if you feel like you haven't made something clear, it's okay to drop out of character for a moment. "You can totally fight the dragon today if you want, but you guys should know I set him up to be a level twenty battle and I'm going to play him that way. If you beat him though, his hoard and XP will be on the same scale.")

5th edition plays to a slightly different tune than 4th, but for a sandbox game like yours, it should be an easier one to dance to.