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Originally Posted by TerraDave Reynard, thanks for the answers...as for the last, there seems to an emphasis by the sandboxers on smaller, personal goals (or things just made up on the fly), versus bigger, singular events. |
That's a mistake,
IMHO.
A sandbox is supposed to allow the PCs to make meaningful choices, but not having the world turn (and bigger events are part of the world turning). As a DM, you don't want to set up any consequences you are unwilling to follow through on, though. I.e., if you set up something where the PCs either act or the world is destroyed, you might end up with a destroyed world. OTOH, there is nothing wrong with Sauron winning and the world being plunged into darkness (ala Midnight). The players deal with the consequences of their characters' actions or inactions.
There was a Dragon magazine (weretiger on the cover, don't know the issue number) that had some really good advice for setting up a campaign world that I would certainly qualify as a sandbox. It included setting an overarching campaign goal that the DM presents facets of as part of various other adventures, enticing the players to
choose to follow it. It includes beginning with several small quests that the PCs can undertake, allowing them to choose their shakedown cruise(s). It includes giving PCs mentors....NPCs who can offer limited advice and help in their area of expertise. All in all, one of the best articles on setting up a campaign that I've ever read.
RC