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<blockquote data-quote="Ariosto" data-source="post: 5041432" data-attributes="member: 80487"><p>Does a stone have spatial dimensions? Weight? Color? Texture? Scent? Taste? Does it produce a sound when struck? Does it break when struck hard enough? Do heat and cold affect it? Is it chemically reactive?</p><p></p><p>There are more answers in the world than time to give them. <strong>Leave it to the players to ask the questions!</strong></p><p></p><p>I am quite at my wit's end in trying to figure out what "sandbox" is supposed to mean.</p><p></p><p>I can suggest, however, that when one <em>lets the players decide</em> what is important to them, then they will decide how much information is enough.</p><p></p><p>They will decide how much risk is too great, how much reward is too little, and how much time to spend on this or that activity.</p><p></p><p>If you have a "skill check" mechanism, then it seems to me the application ought to be straightforward. If not, then you're dealing with a design too convoluted for me. If someone's reading a book, then I'll use the "reading a book" factor; if searching for spoor, the "searching for spoor" factor; if listening, the "listen" factor; and so on.</p></blockquote><p></p>
[QUOTE="Ariosto, post: 5041432, member: 80487"] Does a stone have spatial dimensions? Weight? Color? Texture? Scent? Taste? Does it produce a sound when struck? Does it break when struck hard enough? Do heat and cold affect it? Is it chemically reactive? There are more answers in the world than time to give them. [b]Leave it to the players to ask the questions![/b] I am quite at my wit's end in trying to figure out what "sandbox" is supposed to mean. I can suggest, however, that when one [i]lets the players decide[/i] what is important to them, then they will decide how much information is enough. They will decide how much risk is too great, how much reward is too little, and how much time to spend on this or that activity. If you have a "skill check" mechanism, then it seems to me the application ought to be straightforward. If not, then you're dealing with a design too convoluted for me. If someone's reading a book, then I'll use the "reading a book" factor; if searching for spoor, the "searching for spoor" factor; if listening, the "listen" factor; and so on. [/QUOTE]
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