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Does Star Wars work well with Sandbox campaigns?
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<blockquote data-quote="Yora" data-source="post: 8659580" data-attributes="member: 6670763"><p>Every so often I'm coming back to an idea to run a Star Wars campaign. And the point where I usually don't make much progress is in deciding on a game structure to hold the campaign together.</p><p>In principle, I am a very outspoken proponent of sandbox campaigns in which the players roam around at their own volition. That's what RPGs are really made for as a medium. However, Star Wars is a setting created for narrative media. And the big Star Wars stories that constitute the primary references for what stories in Star Wars look like are pretty focused things with a somewhat clear mission to accomplish and events get more or less neatly tied up in a decisive fight against a main villain. (The Empire Strikes Back being the big strange exception that defines all conventional storytelling structure.)</p><p></p><p>So I am thinking, if the goal is to run a campaign that embodies and evokes the style of Star Wars stories, is a sandbox even a suitable structure to build it around?</p><p></p><p>Open world and unscripted stories does not have to mean PCs with no assigned goal. You can still assign the players a task that they have to pursue, for which many clues and hints are set out for them to discover, but not plot any path or plan for them to follow. Such a campaign structure would make the PCs more reactive than proactive but still provide them with a great degree of agency.</p><p></p><p>Thoughts on this?</p></blockquote><p></p>
[QUOTE="Yora, post: 8659580, member: 6670763"] Every so often I'm coming back to an idea to run a Star Wars campaign. And the point where I usually don't make much progress is in deciding on a game structure to hold the campaign together. In principle, I am a very outspoken proponent of sandbox campaigns in which the players roam around at their own volition. That's what RPGs are really made for as a medium. However, Star Wars is a setting created for narrative media. And the big Star Wars stories that constitute the primary references for what stories in Star Wars look like are pretty focused things with a somewhat clear mission to accomplish and events get more or less neatly tied up in a decisive fight against a main villain. (The Empire Strikes Back being the big strange exception that defines all conventional storytelling structure.) So I am thinking, if the goal is to run a campaign that embodies and evokes the style of Star Wars stories, is a sandbox even a suitable structure to build it around? Open world and unscripted stories does not have to mean PCs with no assigned goal. You can still assign the players a task that they have to pursue, for which many clues and hints are set out for them to discover, but not plot any path or plan for them to follow. Such a campaign structure would make the PCs more reactive than proactive but still provide them with a great degree of agency. Thoughts on this? [/QUOTE]
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