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D&d is not a good sandbox?
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<blockquote data-quote="ninjayeti" data-source="post: 6860726" data-attributes="member: 6789120"><p>My main point (which perhaps I did not make clearly enough) is that in an *ideal* sandbox, characters faced with the option of fighting ogres or hunting vampires would ask "what sounds more interesting?" rather than "what is an appropriate challenge for a party of our level?" IMHO the point of sandbox-type campaign is to maximize player agency and options. But the level system D&D uses (where a party can go from fighting goblins to gods over the course of a campaign) artificially constrains those options because a party's level is going to take options off the table as too hard or trivially easy. </p><p></p><p>In many ways the D&D leveling system works great - it keeps players motivated and allows for new abilities on a regular basis. But for purposes of running an open world sandbox, I think systems with a flatter power curve work better, because they make it easier for players to pursue what they want, rather than what their current level allows for. </p><p></p><p>To your specific point, above: I am not saying you can't drop "in character" clues as to what monster lives where. But if players have to ask - tacitly or expressly - "OK given our current level, can we handle this monster, or should we come back in a few weeks or months when we are more powerful" I'd call it metagaming. But your definition may vary, and frankly I don't think the terminology is the important thing here.</p></blockquote><p></p>
[QUOTE="ninjayeti, post: 6860726, member: 6789120"] My main point (which perhaps I did not make clearly enough) is that in an *ideal* sandbox, characters faced with the option of fighting ogres or hunting vampires would ask "what sounds more interesting?" rather than "what is an appropriate challenge for a party of our level?" IMHO the point of sandbox-type campaign is to maximize player agency and options. But the level system D&D uses (where a party can go from fighting goblins to gods over the course of a campaign) artificially constrains those options because a party's level is going to take options off the table as too hard or trivially easy. In many ways the D&D leveling system works great - it keeps players motivated and allows for new abilities on a regular basis. But for purposes of running an open world sandbox, I think systems with a flatter power curve work better, because they make it easier for players to pursue what they want, rather than what their current level allows for. To your specific point, above: I am not saying you can't drop "in character" clues as to what monster lives where. But if players have to ask - tacitly or expressly - "OK given our current level, can we handle this monster, or should we come back in a few weeks or months when we are more powerful" I'd call it metagaming. But your definition may vary, and frankly I don't think the terminology is the important thing here. [/QUOTE]
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