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The Sandbox and the Railroad
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<blockquote data-quote="Imaculata" data-source="post: 7470532" data-attributes="member: 6801286"><p>To me a good sandbox campaign has little adventure hooks spread all over the world for the players to interact with. Some of these may lead them on an adventure, that could be like any normal linear adventure. But once completed, they return to the world and have all the options open to them again. The players choose where they go next, but it is up to the DM to still provide a cohesive narrative that ties it all together. As mentioned earlier, this means that npc's should be able to act whether the players interact with them or not. The villains continue their evil schemes if they are unopposed by the players, but this is a choice they are allowed to make.</p><p></p><p>For example, the players may have been provided with a quest hook to find out what happened to a ship that recently sank. But the players decide that they want to explore a nearby island instead, and go on a fun jungle expedition. In a linear adventure this would derail the campaign. In a sandbox however, this is perfectly fine. The DM is prepared to improvise on the spot, or has enough material prepared so that he can branch off into a random side adventure.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 7470532, member: 6801286"] To me a good sandbox campaign has little adventure hooks spread all over the world for the players to interact with. Some of these may lead them on an adventure, that could be like any normal linear adventure. But once completed, they return to the world and have all the options open to them again. The players choose where they go next, but it is up to the DM to still provide a cohesive narrative that ties it all together. As mentioned earlier, this means that npc's should be able to act whether the players interact with them or not. The villains continue their evil schemes if they are unopposed by the players, but this is a choice they are allowed to make. For example, the players may have been provided with a quest hook to find out what happened to a ship that recently sank. But the players decide that they want to explore a nearby island instead, and go on a fun jungle expedition. In a linear adventure this would derail the campaign. In a sandbox however, this is perfectly fine. The DM is prepared to improvise on the spot, or has enough material prepared so that he can branch off into a random side adventure. [/QUOTE]
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