Pandora's Box
A narrative tool for unraveling the unknown and encouraging player creativity in TTRPG's
Note: Pandora’s Box was originally designed for my game Peasantry, but it is easily adapted for use in almost any TTRPG. It is inspired by games such as Cards Against Humanity, Quiplash, and The Game of Things.
Exploring the Unknown
What’s behind the door? What secret does the royal envoy hide? What happens when we stare into the void? The unknown can be alluring, dangerous, and difficult to predict. As Game Masters we are expected to have all the answers, even when the unexpected occurs, but in reality, it’s impossible to know the answers to everything. Pandora’s Box is my solution to this problem; a narrative tool for when we don’t know what happens next.
How does it work? Whenever the players are confronted by the unknown, the GM can ask them to “Open Pandora’s Box.” Each player will then write an idea for what the unknown is, and submit it anonymously to the GM. This can easily be done with small slips of paper. The GM will then read all of the submissions and choose one (or more) to take effect within the story. The GM may also choose to reward players when their submission is chosen, but it is not required.
It’s not just for the Unknown. Sometimes you already have ideas about what should happen next, but that isn’t good enough for you, and it’s not always the most fun way to do it. Think about one of the most iconic phrases ever used in Critical Role “how would you like to do this?” No where in the PHB does it say you have to say that; and I am certain Matt Mercer is more than capable of imagining a climatic finish to a fight. But it’s not about the rules, nor is it about what Matt Mercer is capable of, it’s about sharing narrative control with the players at your table. Pandora’s Box is just another method of sharing narrative control, and a versatile one too.
When can I use Pandora’s Box?
To help explain the versatility of Pandora’s Box, here is a just a small list of reasons to use it.
When a character suffers a fumble/critical failure
When a character accomplishes a great success/critical success
When a character drinks a strange unidentified potion
When a character discovers a secret room/treasure
When a character tampers with magic beyond their control
When the Game Master doesn’t know what happens next
When you want to give the players an opportunity to tell the story
Whenever you want
A Couple of Examples from My Games
A character is cornered by a massive gelatinous cube; in a panic they decide to start throwing random potions from a nearby alchemical station at the cube. Cue Pandora’s Box. I ask the players: “What potion is thrown at the gelatinous cube?” The chosen response: “A potion of invisibility.” The rest of the session continues with the party hilariously avoiding a giant invisible wall of acidic goo.
A character carries an eagle’s egg on a small canoe through the swamp. They make an attempt to hatch the egg and fail horribly. Cue Pandora’s Box. I ask the players: “The egg hatches, but something unexpected occurs, what happens?” The chosen response: “The egg hatches into a beautiful baby eagle, but a crocodile jumps into the boat and swallows it whole, the crocodile is now loyal to you.” Needless to say, the newfound crocodile familiar made a silly and useful addition to the rest of the adventure.
Rewarding Player Submissions
It’s fun to reward players for their creativity, and it doubles as encouragement for future creativity. Here are a couple examples of ways to reward your players during Pandora’s Box.
Meta-currencies like inspiration, plot points, bennies, etc.
Experience points or other forms of character advancement
Restoring ability uses, healing injuries, removing debuffs, etc.
Track who wrote the most responses and determine the “MVP” of the session
The glory of being chosen
Alternative Styles of Play
Cauldron of Chaos: All submissions are placed into a hat, bowl, or similar container. The container is never emptied, submissions never discarded, not at the end of a session, nor the end of a campaign; the chaotic slips of paper are hoarded until the container is pushed to its very limits. Whenever appropriate, a single submission is removed and interpreted by the GM/Player for the current scene. This rule also creates a “physical pandora’s box” which is pretty fun.
The Many-Faced Judge: Submissions need not always be chosen by the Game Master. You can exchange the role of Judge around the table evenly or prioritize specific Judges where it makes sense. Sometimes it can be more fun to see the look of horror upon a players face when they must choose a consequence to befall their character.



