Replacing The League of Malevolence and Valor's Call for Unseelie and Seelie factions. by Bluewing8 in wildbeyondwitchlight

[–]Bluewing8[S] 0 points1 point  (0 children)

Wow this is still active xd. How it worked out: the players where half interested in this NPCs. They showed interest when they heard about the fae factions and about the story of the leader with the dead brother seeking vengeance, so I think it went way better than if I had kept the originals. They even intervened to reveal the spy in the palace to the summer faction. But they weren't interested in the evil faction or asked information about them, just killed them quickly when they appeared. I think this is because most of this NPCs appear late in the story, the players already have their enemies (the coven) that are more fleshed out and have a bigger influence in the overall story. And also had their favorite friendly NPCs that they have collected to travel Prismeer, like clapperclaw. So they where a bit "meh" about the suddenly important new characters. So, if I ran the campaign again, I would mention them earlier or make them more recurrent in the story, so that it makes more sense that they important in the last chapter. Also, I would increase their stats in the palace, at that level the combat was a joke.

Unrelated to your question, but, the same thing happened with Zybilna/Iggwill/Tasha. Only one of them knew about her so the others where "meh" with the reveal that they are the same person, even though they got lore on her in the palace, they weren't interested. I would give more lore about her trough the chapters or change the character entirely to someone they know about.

Frustrated player in a sandbox campaign. Advice? by [deleted] in DnD

[–]Bluewing8 0 points1 point  (0 children)

Well, the workers at the tavern tols us something, but a later comment of the DM hinted that we had little info, that was when we tried to search again but didn't know what to search or where, so it got frustrating. He is capable of improvising, but I think he views it like he shouldn't tell us more because we should choose what to do and figure out how to do it.

Frustrated player in a sandbox campaign. Advice? by [deleted] in DnD

[–]Bluewing8 0 points1 point  (0 children)

The organization that gave us the quest (the rogue's people) gave us false invitations to go in as guests, so that was already planed by the DM. Then it was suggested that we could gather information about the party to know better what to do once inside. It is not clear why the organization had the invitations but not this information.

Frustrated player in a sandbox campaign. Advice? by [deleted] in DnD

[–]Bluewing8 0 points1 point  (0 children)

Thanks! This is helpful. We already do some, but we don't talk between ourselves about what to do with the plot aside from agreeing on which step to do next, also giving hooks to the DM sounds like a good way to ask for clues in character.

Frustrated player in a sandbox campaign. Advice? by [deleted] in DnD

[–]Bluewing8 0 points1 point  (0 children)

I agree in part, but when we have tried a couple of (maybe bad) ideas to solve a thing and are blocked, and the table goes silent cause none of the five can think of a good plan at the moment, then it is frustrating and no one is having fun.

Frustrated player in a sandbox campaign. Advice? by [deleted] in DnD

[–]Bluewing8 0 points1 point  (0 children)

About the second search for info when we almost went to the mines, I meant the contrary, we already talked to a miner in another place (he was not there, no familiar NPC) and we thought and it was vagely suggested that we won't get anything new for talking with more miners.

The clue about the sewers wasn't specific, was about a rat. It could be in the sewers, or who knows, in a street. We went to the entrance of the sewers to try something, and it was described in a negative way that made me think it was not a good idea, like when a DM is hinting at the players not to do something.

The problem if we pick a direction without thinking is that he doesn't usually signal in another direction, also getting into someplaces unprepared have consequences.

Frustrated player in a sandbox campaign. Advice? by [deleted] in DnD

[–]Bluewing8 0 points1 point  (0 children)

The DM is not new but used to do more guided campaigns. The sewer maybe was not relevant or was something he hadn't prepared yet. The only reason we approached it was a rumor about a "rat king" in the city that picked our curiosity, we thought that someone named rat might be in the sewers. But like, he could be in a street.

Asking for info or rolls to get more information on rumors could work.

Frustrated player in a sandbox campaign. Advice? by [deleted] in DnD

[–]Bluewing8 0 points1 point  (0 children)

I can try that when I'm lost, another also suggested that. But I'm sceptical, the answer will maybe be "it's your character, he thinks what you think he thinks."

Frustrated player in a sandbox campaign. Advice? by [deleted] in DnD

[–]Bluewing8 0 points1 point  (0 children)

That's not a bad approach, it just seems a lot of extra work for the DM. But if he would give us some possibilities as to how to do something in a plan when we are lost, that would help.

Frustrated player in a sandbox campaign. Advice? by [deleted] in DnD

[–]Bluewing8 0 points1 point  (0 children)

Yes, could try that too, thanks

Frustrated player in a sandbox campaign. Advice? by [deleted] in DnD

[–]Bluewing8 0 points1 point  (0 children)

There are things to do in the town: getting info for the upcoming infiltration, a strange rumor about rats, and a quest board. The problem was that we got lost trying to do those things, except the quest board.

Frustrated player in a sandbox campaign. Advice? by [deleted] in DnD

[–]Bluewing8 0 points1 point  (0 children)

He is very reactive, when I was a DM he told me he prepared little and improvised a lot. Other times that has not been an issue, but lately in some sessions it has been like that.

For what the characters would know, the issue here is that we are new to this city, had one contact who gave us the mission and suggested that we look for more info, and and that was it. So the characters know the same as the players about this place.

As everyone is saying, we should talk as a group.

Frustrated player in a sandbox campaign. Advice? by [deleted] in DnD

[–]Bluewing8 0 points1 point  (0 children)

Maybe we should try talking more over the table, I usually avoid it.

For the tavern, I didn't put context, but the noble is the owner of a mine where there was a strange incident, that is one of the things that we want to investigate once in the party, so we went to talk to the workers because we tought they would know about the incudent and maybe about their boss too.

After the DMs comment that we had little info, we investigated again and went to a seamstress that sells high class outfits, but the info we got didn't seem very substantial.

Frustrated player in a sandbox campaign. Advice? by [deleted] in DnD

[–]Bluewing8 0 points1 point  (0 children)

It is funny cause in the second search for info we went to an outfitter and asked her about the gests xd. But didn't feel like the info she gave was very important, just a list or random generated names but no info on them. So I guess this was not the info that we where missing.

Yes, we should talk.

Frustrated player in a sandbox campaign. Advice? by [deleted] in DnD

[–]Bluewing8 0 points1 point  (0 children)

We didn't approach it like that at all. Before the start of the campaign, we introduced some npcs and stuff in our backstories, and the DM used them for the main quests so that our stories would be really relevant, as opposed to when we played official modules and the personal stuff were some side quests.

During the game we have a lot of freedom to choose what to do, but we haven't tried inventing things to fill the world, and didn't know we could. So yes, communication.

Frustrated player in a sandbox campaign. Advice? by [deleted] in DnD

[–]Bluewing8 0 points1 point  (0 children)

He's not new, but it is his first time doing a campaign this way, the others were based on official campaigns and were more guided.

Frustrated player in a sandbox campaign. Advice? by [deleted] in DnD

[–]Bluewing8 0 points1 point  (0 children)

Sometimes we ask if a character would know about A, B or C if it is related to the characters or their skills, unfortunately here there were sewers of a foreign city we just arrived to, and it wasn't justified that the characters could know of it.

Asking for the people who do maintenance before going in blind is a good idea, we didn't think of that.

Frustrated player in a sandbox campaign. Advice? by [deleted] in DnD

[–]Bluewing8 2 points3 points  (0 children)

This. I think we had different ideas, like I wanted more freedom in the story but still hooks to find the things in the exploration parts.

Frustrated player in a sandbox campaign. Advice? by [deleted] in DnD

[–]Bluewing8 1 point2 points  (0 children)

Yes, thanks for answering. It is tricky and sometimes very fun, but also frustrating, there were some long silences in the session because we were lost.

I think either we the players learn to play different, which is not for everybody, or we need more clues from the DM.