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General Tabletop Discussion
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What separates a sandbox adventure from an AP?
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<blockquote data-quote="pemerton" data-source="post: 6554164" data-attributes="member: 42582"><p>I've got my copy of Burning Wheel here. It says "Fantasy Roleplaying System" on the spine. My copy of 4e says "Roleplaying Game" on the cover, too.</p><p></p><p>These games were invented by roleplayers for roleplayers. They are roleplaying games. They may not be your favourites, but hey - I don't like by-the-book 2nd ed AD&D, and I think it's advice and overall tone that the players should subordinate themselves to the GM at every point produces terrible gaming (and has absolutely nothing in common with the sort of game that Gygax published), but I don't go around posting that it is not an RPG.</p><p></p><p>And it's not as if the techniques that games like BW use came from nowhere. I worked out various techniques for myself, which designers like Luke Crane and Robin Laws have taken to places I wouldn't have been able to on my own, playing Oriental Adventures in the mid-80s (it being the first version of D&D to make PC background a core aspect of PC building, and hence a key anchor for GM choices about how to frame conflicts and player choices about how to engage them).</p><p></p><p>This thread was started by [MENTION=9327]Halivar[/MENTION] wanting to talk about how to avoid AP-style railroading. What would prep look like, what would relevant GMing techniques be, etc. I don't see why you object to me pointing out a well-known, widely-used approach to preparing and running RPGs that might be relevant - especially because they also tend to avoid the "player paralysis" issue that Halivar is concerned about.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6554164, member: 42582"] I've got my copy of Burning Wheel here. It says "Fantasy Roleplaying System" on the spine. My copy of 4e says "Roleplaying Game" on the cover, too. These games were invented by roleplayers for roleplayers. They are roleplaying games. They may not be your favourites, but hey - I don't like by-the-book 2nd ed AD&D, and I think it's advice and overall tone that the players should subordinate themselves to the GM at every point produces terrible gaming (and has absolutely nothing in common with the sort of game that Gygax published), but I don't go around posting that it is not an RPG. And it's not as if the techniques that games like BW use came from nowhere. I worked out various techniques for myself, which designers like Luke Crane and Robin Laws have taken to places I wouldn't have been able to on my own, playing Oriental Adventures in the mid-80s (it being the first version of D&D to make PC background a core aspect of PC building, and hence a key anchor for GM choices about how to frame conflicts and player choices about how to engage them). This thread was started by [MENTION=9327]Halivar[/MENTION] wanting to talk about how to avoid AP-style railroading. What would prep look like, what would relevant GMing techniques be, etc. I don't see why you object to me pointing out a well-known, widely-used approach to preparing and running RPGs that might be relevant - especially because they also tend to avoid the "player paralysis" issue that Halivar is concerned about. [/QUOTE]
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