I’m working on a West Marches-style campaign for the Rogue Trader RPG, set in the Warhammer 40,000 universe. Rogue Trader PCs command enormous resources that enable them to do pretty much anything they want, and the concept of the game is wide-screen enough to encompass a huge variety of possible goals. Different kinds of goals will reward different playstyles, from the social interaction and intrigue involved in negotiating a trade monopoly to the exploration and combat of searching for archaeotech on a derelict space hulk.
The challenge is that even if I know what kind of play the group wants, as a sandbox GM I eschew the ability to deliver it. If they go to a world that’s marked on my map with a skull and crossbones, they’re going to get combat whether they like it or not. The best I can do is to make sure the environment contains lots of raw materials for whatever playstyle the group might prefer, and then put up signposts to say “Rumor has it that you can find the things you’re looking for by seeking in this direction”. I like this approach because as a player I hate feeling that I’m being catered to, and will gladly trade a high degree of inefficiency in getting what I want for the illusion that when I do I have wrested it from an objective and uncaring game-world solely by virtue of my mighty deeds.
So if it’s up to the players to seek out the kind of thing they like to do, my job is to create accurate signposts to reduce their inefficiency in finding it. My personal preference is for signposts that point to in-game things rather than player desires. Partially this is because I often meet players who aren’t comfortable in talking about what they want, or are used to doing so only in game terms (“I just want to kick some ass!”). I find “you have an invitation to the private party of the planetary governor’s mistress, do you want to attend?” more immersive and evocative than “are you interested in social roleplaying and intrigue?” but this comes at the cost of some inaccuracy.
The limitations I set on myself as a sandbox GM mean inaccuracy can’t be eliminated altogether. It’s always possible that a group seeking hot chainsword action may somehow believe that it will be found at the mistress’s party, and it’s all too likely that one player will draw their chainsword during the banquet and spoil others’ hopes for play focused on intrigue and status. But I can avoid contributing to the problem. It’s tempting to turn every social invitation into a deadly trap and every xeno-infested world into a political negotiation, but when I do I have to remember that these false signposts are frustrating the players’ ability to steer towards the kinds of play they want.
I think this ties into some things we’ve been talking about here and amongst the New York Red Boxers recently. I haven’t been consciously setting up signposts for different kinds of play in the White Sandbox; many of the adventure hooks I dangle lead to just another hole in the ground, which may contribute to James’ feeling that all D&D adventures are basically the same. (When I have created hooks for political intrigue and town adventure they haven’t been followed, which might also suggest that there’s a narrower collective understanding of what playing D&D entails than may be the case for Rogue Trader. Perhaps this is abetted by the fact that old-school D&D rules don’t seem to support those other styles of play, although I increasingly support our Invincible Overlord’s contention that often the best thing a system can do is not get in your way.)
Signposting also came up in a conversation about Eric’s frustration with internal conflict among groups of players who can’t agree whether they want to be psychopathic killers or story-builders. My feeling is that if we use strict West Marches scheduling where the party is formed around both a date and a specific plan of action, and if there are clear in-game referents that can be used to distinguish between different styles of play, a group that comes together for a night of adventure in Glantri City will likely all agree that they’re there to develop ongoing storylines and do collaborative world-building just as the group that plans an excursion to the Caves of Quasqueton will have cohered around kicking down doors and setting things on fire.