sandbox-narrative

Applies sandbox narrative principles to D&D campaign prep and session design.

Updated May 29, 2026
One-click install
npx skills add https://github.com/Thedougler/shattered-sea-wiki --skill sandbox-narrative-thedougler
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: sandbox-narrative
Source: https://github.com/Thedougler/shattered-sea-wiki/tree/main/.claude/skills/sandbox-narrative
Command: npx skills add https://github.com/Thedougler/shattered-sea-wiki --skill sandbox-narrative-thedougler

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve? Tabletop RPG prep often drifts into railroading, where outcomes depend on specific player choices and the world feels static. This Skill provides structural principles and checklists that keep campaign prep player-driven, reactive, and alive. ## Core Features & Use Cases - Anti-Railroading Review: Checks any prep element against the rule that no device may require a specific player choice to pay off. - Situation & Faction Design: Guides creation of ticking clocks, faction timelines, PC gravity hooks, and Three Clue Rule investigations. - Multi-Phase Sandbox Generation: A four-phase pipeline (architecture, entities, spatial logic, micro-detail) for building dungeons, regions, and hex maps without context collapse. - Use Case: Before a session, ask whether your planned cult kidnapping plot is a railroad; the Skill restructures it into pressures and timelines with multiple valid player paths. ## Quick Start Review my session prep notes for the harbor district and flag anything that railroads the players.

Frequently Asked Questions about sandbox-narrative

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I make D&D session prep feel more sandbox?▼

Prep situations instead of scenes by defining pressures and faction timelines rather than outcomes. Every element should act on its own logic when players are not watching, and no payoff should require a specific player choice.

How do I check if my campaign prep is railroading?▼

Ask whether each narrative device requires a specific player choice to pay off. If yes, restructure so multiple player paths lead to equally valid outcomes, converting plots into pressures with faction timelines.

What is the Three Clue Rule in adventure design?▼

For any conclusion players must reach, provide three distinct, mechanically discoverable clues across different locations or NPCs. At least two clues must be reachable without combat, so a missed clue never collapses the investigation.

How do I generate a sandbox region or hex map step by step?▼

Use the four-phase pipeline: architecture (conflict, factions, node map), entity generation (NPC dossiers with proactive goals), spatial logic (looped map keys), then micro-detail (room-by-room OSE formatting). Never merge or skip phases.

When should I use prep-dungeon instead of the sandbox pipeline?▼

Use prep-dungeon for keyed dungeons and adventure sites needing room-by-room generation with topology testing and encounter calibration. The generic sandbox pipeline suits regions, hex maps, and city districts.