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<blockquote data-quote="S'mon" data-source="post: 5758263" data-attributes="member: 463"><p>Yeah, me too. Sandboxes like Yggsburgh or the 3e Wilderlands of High Fantasy are actually very sketchy at the operational level, and require a lot of improvisation to function. I see them as improvisational aids, and they can be seen as matrices (or lattices, per a previous post). Where they differ from the typical gamebook approach is that they do not funnel the PCs to a particular pre-scripted end point.</p><p></p><p>I don't create anything like Yggsburgh or Wilderlands either, I just see them as useful GMing aids.</p><p></p><p>I can't personally use notes or cards the way Matt describes, I find I lose everything! I need stuff stuck together in one document. But I think a one-page matrix type flowchart can be a good way to describe a physical environment that can be navigated. I don't personally find the sort of timed flowcharts used in plot-based adventures useful; the only thing that works well for me is a description of what the NPCs will do in the absence of any PC intervention, written with the expectation it will be deviated from. Clearly different peoples' minds work differently and I'm sure this is a good approach for some.</p></blockquote><p></p>
[QUOTE="S'mon, post: 5758263, member: 463"] Yeah, me too. Sandboxes like Yggsburgh or the 3e Wilderlands of High Fantasy are actually very sketchy at the operational level, and require a lot of improvisation to function. I see them as improvisational aids, and they can be seen as matrices (or lattices, per a previous post). Where they differ from the typical gamebook approach is that they do not funnel the PCs to a particular pre-scripted end point. I don't create anything like Yggsburgh or Wilderlands either, I just see them as useful GMing aids. I can't personally use notes or cards the way Matt describes, I find I lose everything! I need stuff stuck together in one document. But I think a one-page matrix type flowchart can be a good way to describe a physical environment that can be navigated. I don't personally find the sort of timed flowcharts used in plot-based adventures useful; the only thing that works well for me is a description of what the NPCs will do in the absence of any PC intervention, written with the expectation it will be deviated from. Clearly different peoples' minds work differently and I'm sure this is a good approach for some. [/QUOTE]
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