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What separates a sandbox adventure from an AP?
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<blockquote data-quote="Bluenose" data-source="post: 6550906" data-attributes="member: 49017"><p>Sandbox: Place.</p><p></p><p>AP: Plot.</p><p></p><p>At the most basic level that's how I'd describe the starting point for design, which is what the players interact with. </p><p></p><p>In a sandbox, you start off by thinking about what sort of place the players will be in, and build on the principle that the players are going to look around it and find things to do for themselves. The largest problem in this is with players who want to be given plot hooks combined with a failure to provide enough on the part of the designer. Another problem is that in an enjoyable sandbox there's a lot going on even without player involvement, and that does put a much greater load on the GM.</p><p></p><p>In an AP, you start of be thinking about what sort of story the players are going to be in, and try to ensure there is sufficient to keep the players interested in following along. What I've found most difficult about this is dealing with character death, as you can easily reach a situation where you've got a totally different group of characters at the end than you had at the beginning and their motivation for continuing can be somewhat suspect (especially after a tPK). The most common other problem is players who resent following the GMs plot, and who show this by being as disruptive to it as they think they can get away with - and then a little more.</p></blockquote><p></p>
[QUOTE="Bluenose, post: 6550906, member: 49017"] Sandbox: Place. AP: Plot. At the most basic level that's how I'd describe the starting point for design, which is what the players interact with. In a sandbox, you start off by thinking about what sort of place the players will be in, and build on the principle that the players are going to look around it and find things to do for themselves. The largest problem in this is with players who want to be given plot hooks combined with a failure to provide enough on the part of the designer. Another problem is that in an enjoyable sandbox there's a lot going on even without player involvement, and that does put a much greater load on the GM. In an AP, you start of be thinking about what sort of story the players are going to be in, and try to ensure there is sufficient to keep the players interested in following along. What I've found most difficult about this is dealing with character death, as you can easily reach a situation where you've got a totally different group of characters at the end than you had at the beginning and their motivation for continuing can be somewhat suspect (especially after a tPK). The most common other problem is players who resent following the GMs plot, and who show this by being as disruptive to it as they think they can get away with - and then a little more. [/QUOTE]
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What separates a sandbox adventure from an AP?
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