RC said:
And, while "How much beer can Hussar drink while playing chess" may be a game, if you and I sit down to play chess, and we didn't agree to play "How much beer can Hussar drink while playing chess", then you are playing a form of solitaire.
Thus, a player can have any goal he likes when he sits down to play chess. His goal can be to drink as much beer as humanly possible. However, that goal is not the goal of chess, and it matters not one whit whether his beer capacity is known or unknown when he sits down when determining whether or not he is playing chess while drinking beer.
Talk about changing contexts.
At what point did I say that the group was engaging in this on an individual basis? I believe I pretty specifically stated that the entire group was engaged in Hussar's Drunk Chess.

I've always, always referred this to the group, not the single player. You're totally right. If one player is playing a game that no one else at the table is playing, then he's pretty out of place. However, that's never really been my point.
So, do you agree that players, as a group, can formulate goals and, after bolting those goals onto a pre-existing ruleset, can create a game? Yes or no.
Imaro said:
Uhm, well going with your analogy, I would say they just dive in. They form connections through play, as opposed to those connections being pre-determined. I don't see either as inherently "better" but I can definitely see the differences suiting different playstyles or even different types of players.
But, that's the problem. All of the things the players will interact with are separate and distinct from their characters or backgrounds for the most part. Even if they players read the entire campaign setting back to front, the odds that their particular backgrounds will tie to any specific element are pretty tenous. That spooky castle on the hill exists in the campaign world irrespective of whatever players or characters are brought to play.
To me, I'd much rather change the campaign world to reflect the characters. If they are playing a bunch of church knights out to slay undead Van Helsing style, then, fine, spooky castle it is. If, OTOH, they are all playing ninja assassins (shudder), then spooky castle isn't going to cut the mustard. Instead, it will be a living castle of someone they need to spy on.
Imaro said:
Yes the players become the focal point, but "what is going to be used at the table in the first place" isn't pre-determined, but grows organically through the choices the player(s) make. IMO, this allows for the very real chance that the PC's can discover interesting and exciting things that may not have occured to them during pre-campaign plotting.
People talk about this, but, IME, what actually happens is the campaign never gets a chance to gain any depth. The players are constantly trying to see what's over the next hill, so never stay in one place long enough to make any connections or whatnot to the campaign world.
Primative Screwhead said:
The other benefit, for me, is that it is my game world conceived at odd hours of the day with an eye to what sort of world I want to run. I can start a campaign with a group of complete strangers using this method, or.. as is more often the case, get my once a month game up and running without spending two or three months getting characters made and backgrounds built.
Ahh, now see here is something intertesting. "Once a month" group is something I've never experienced. We've always played weekly. I quite simply don't have a full month between sessions to work out five different plotlines or scenarios. OTOH, if we take a session or two (it's never actually taken two, although, it has taken more than one on occassion) to create a party, we're only taking two weeks.
Scheduling was an issue I never really thought of. I can see how having so much time between sessions would allow you to do this.
Ariosto said:
(B) Puts your "Why not just cut out all the extra work?" in quite a different light -- or would, if you were not imposing on yourself the need to keep starting from scratch. In the long run, you are making more work for yourself. So, the savings in time and energy is one benefit to doing it the "old-fashioned" way. With a campaign apparatus at hand, developed over some months of play, it can be trivial to improvise on the spot a more particular, limited scenario for any reasonable company of characters.
Actually, this bit speaks a lot to my question of depth. If you are recycling adventures from one campaign to the next, then those adventures, by their very nature, have to be generic. You cannot have an adventure that requires a cleric, for example, if you want to use this adventure in another campaign.
That's a simple example, but I think you get my meaning.
Generic adventures, probably best epitomized by modules, are pretty shallow. They aren't tied to the players, or the characters in anything more than the most tenuous way. They have to lack strong theme or plot requiring specific elements since either one of those things preclude their recycling.
So, to repeat what I said earlier, I find that sandbox games do lack depth because they aren't tied to the characters or the players. It's Father Generic giving Quest #14 to investigate Spooky Castle #3.
How can you avoid being generic and bland while still maintaining a campaign so open ended that it doesn't matter who plays what in it?
Janx said:
I think that "How much beer can Hussar drink" would be a pretty stupid and made-up game if he didn't tell the other player.
To make a game out of it, you'd need rules on how many drinks/sips he can take between turns. You'd need turn limits, otherwise, his first turn could come up,a nd he could drink until passed out under the guise of "I'm thinking about my next move"
Totally agree on most of the points. Although, I don't think you need specific rules like you do. Playing with reasonable and mature players can remove the need for codified rules, but, otherwise, I agree. If Hussar doesn't tell anyone he's playing this game, then it's not a game at all.
But, again, that was never my point. If both players at the table agree to play Drunk Chess, is it a game or not?