"I really like to play," he told me, "but I don't know how to run the game."
I almost joked back, "me neither" (which is how I've been feeling, lately) but my new thing is projecting confidence for the players' sake, so I didn't.
But later it got me thinking, "what do I know that he doesn't? He knows the PHB and splat-books back-to-front, while I've never cracked most of 'em, so what's he missing?
I think the answer is "notes" or, more philosophically, "ontology" or else "higher order abstractions."
A player has a character sheet (and the back of it). That is the beginning and the end of their notes. They've a single, over-arching abstraction that fits on one page. Sure, it comprises a dozen sub-abstractions, but none of them exist outside the bounds of The Sheet.
A character sheet can accommodate lots of what exists in the world: items, and spells, even ranks in an organization have their place on the sheet.
But not everything. Geography, Architecture, and Politics are nowhere represented by players except ad hoc in the margins.
(Oh, player-drawn maps are a whole thing I'm neglecting. In fact, I know there are players wielding @obsdmd to take meticulously abstracted notes, perhaps vanguards of a new era (ok, grognards, a "renaissance") in the hobby.)
What I have, that my players don't, are "character sheets" for everything else. I'm wielding abstractions that they don't even [want to] know exist!
Locations, Regions, Items, Factions, Encounters, and Adventures all get "Sheets"; of my own making or a hodgepodge of others'.
Except — syke! — I don't actually have sheets for all these. My notes aren't that good. Or, maybe, they aren't that _convoluted_.
In the past, I've only made sheets for Adventures and they Encounters they comprise, while the rest is relegated to pages of penciled prose.
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Prepping a sandbox #ttrpg campaign is wrecking my health.
In the past, I'd outline ~5 adventures, drop ~2 hooks on the party, then sprinkle the rest liberally throughout my notes with a "hooks to other adventures" section in my encounter template.
But this time around...
First of all, my map's too big. I used a planet-generating algorithm to produce geologically realistic continents, and I'm so in love with it, I just can't "kill my darling" like I'm supposed to.
But let's come back to that. Primarily, I just don't know what to put in the world.
Ben Robbins' seminal "West Marches" blog post suggests overlapping "layers of history", and he even invented a tool for it: Microscope, which I've been playing for years, and is *not* my problem.
I just don't have enough friends to play separate games of Microscope and D&D!
As a GM, I like to the flexibility XP gives me to encourage all kinds of arbitrary behavior that the game designers could never explicate in print. I'm trying a variant of "Three Pillar XP" wherein I divide XP needed to level into ~20 sachets of points, eg 90 @ 3rd.
Sizing XP sachets is an art, but to simplify I scale it to the lowest-level PC in the party, so everyone else gets diminishing returns.
My biggest fear is that monster-slaying rewards will so significantly outweigh exploration and social encounters' rewards that by engaging in all three equally my players will blow through the levels and bowl straight into epic characters before I've designed any epic adventures.