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<blockquote data-quote="Tom B1" data-source="post: 8738415" data-attributes="member: 6879023"><p>Also, I've become more 'actors, resources, their goals, and possible ways players can cross paths' in a sandbox sort of way and adventures come from player agency and from how the players choose to deal with any encounter or information that could lead to getting into it with some possibly hostile actors. Players are not forced to follow out a campaign arc - they can decide they've got something better to do, just aren't interested in continuing, or have a better opportunity... it feels more like there is a lot of choice and player groups can blaze their own trail and the GM just reacts to their directions and adventures can occur. </p><p></p><p>I like sandboxing. I'm not all about dungeons and murder hoboing so I like goals, hatreds, wish lists, etc. as drivers for both the players and the NPCs. When those interfere with an NPC, then the party will likely encounter that NPC or his works or minions. But the lack of a hard plot railroad also lets NPCs decide to change their plans if the players seem threatening or just nosy. That's not so easy when following a pre-planned module. </p><p></p><p>Players have to get used to (bred out of...) the differences between a DM-led tour through a pre-determined story like a classic play and giving that up to driving the plot in the vein of improv where a lot is revealed at the table, by playing and rolling dice, and sharing ideas.</p></blockquote><p></p>
[QUOTE="Tom B1, post: 8738415, member: 6879023"] Also, I've become more 'actors, resources, their goals, and possible ways players can cross paths' in a sandbox sort of way and adventures come from player agency and from how the players choose to deal with any encounter or information that could lead to getting into it with some possibly hostile actors. Players are not forced to follow out a campaign arc - they can decide they've got something better to do, just aren't interested in continuing, or have a better opportunity... it feels more like there is a lot of choice and player groups can blaze their own trail and the GM just reacts to their directions and adventures can occur. I like sandboxing. I'm not all about dungeons and murder hoboing so I like goals, hatreds, wish lists, etc. as drivers for both the players and the NPCs. When those interfere with an NPC, then the party will likely encounter that NPC or his works or minions. But the lack of a hard plot railroad also lets NPCs decide to change their plans if the players seem threatening or just nosy. That's not so easy when following a pre-planned module. Players have to get used to (bred out of...) the differences between a DM-led tour through a pre-determined story like a classic play and giving that up to driving the plot in the vein of improv where a lot is revealed at the table, by playing and rolling dice, and sharing ideas. [/QUOTE]
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