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Pathfinder 1E Sandboxes? Forked from Paizo reinvents hexcrawling

I think this vector heads off into "rather missing the point" territory (although there may be a frontier of interest to some).

Wow, you're as bad as Hobo!! 'Missing the point' indeed.:hmm:

Are you seriously saying that Elder Scrolls IV: Oblivion is not a sandbox game, when the term itself was created by the computer game design community to describe just such games? And why on earth do you care so much about semantics?
 

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S'mon said:
Ariosto - I gave you the definition of an Open campaign from the (1980s) 1e Dungeoneer's Survival Guide. ... Apart from that, I think you misunderstand the point of the 1e Open approach.
You gave your interpretation of the text at page 110. Perhaps the misunderstanding is yours (certainly the emphasis is). Then again, the 1986 DSG is an artifact of the period when the "plot line" mode was approaching, if not consolidating, its position as the dominant paradigm.

At any rate, the notion of "player freedom" as being opposed to "a sense of progression and building towards a climax" is to my mind far from helpful.

Are you seriously saying that Elder Scrolls IV: Oblivion is not a sandbox game, when the term itself was created by the computer game design community to describe just such games? And why on earth do you care so much about semantics?
When I talk about my Dungeons & Dragons campaign I am not a computer gamer talking about a computer game -- any more than I am comparing it to "The Legend of Zelda" when I call it an RPG.

Why do you "care so much about semantics"? Maybe our reasons are much the same. We are (I presume) both human, with not utterly dissimilar needs for tools of communication.
 

If "Elder Scrolls IV: Oblivion" is

Wikipedia said:
a testing environment that isolates untested code changes and outright experimentation from the production environment or repository
or
Wikipedia said:
a security mechanism for separating running programs. It is often used to execute untested code, or untrusted programs from unverified third-parties, suppliers and untrusted users.

then I am quite confident that it is not what paper-and-pencil role-players have been talking about.

Yes, Virginia, a word can have different meanings depending on context. Perhaps you can recall playing, when the world was bigger, in a sandbox that had nothing to do with computers or dice.
 

It appears to me that your idea of "sandboxes" is largely at odds with that of the people who play and enjoy them, and you aren't prepared to accept what they have to say about it.

Hobo is hardly the only one here not willing to accept that another might have a point.
 

On to the contentious part of the thread:

It appears to me that your idea of "sandboxes" is largely at odds with that of the people who play and enjoy them, and you aren't prepared to accept what they have to say about it. Your interpretation certainly doesn't describe the campaigns I have had experiences with as a player or a GM. Instead of sticking with this negative and (I'd say) uncharitable reading of the concept, it may be more useful to approach it from a "so why do people like it?" perspective.
/snip

Just to add to this a bit as well. I don't think Hobo's point was ever that sandboxes are bad. I think he's been pretty upfront about saying that they aren't his thing, but, I don't think he's outright called them bad, just that the extreme is bad.

I think the point is, why has sandboxing been placed upon this pedestal which precludes any criticism? Any questions or criticisms about the design are brushed off and ignored and claims have certainly been made that you can make a sandbox campaign do pretty much anything, better than any other form can.

To me, a sandbox, or status quo campaign is just another tool, no better or worse. At the moment, it's not one I'm terribly interested in doing, but, that might change in the future. I'm much more interested in plot driven campaigns currently.

But there's certainly a fair bit of one true wayism that has been put forward in terms of a Sandbox or status-quo campaign.
 

Melan,

Context, theme and complexity are created not outside of, but through play. The central entity is probably not the "game world" but the campaign; that is, the collected consequences and collective memories of the gaming that has taken place.
A "sandbox" computer game is a bad model for understanding a "sandbox" tabletop campaign because the computer can only give you what it was previously told it can do and you can only give it back what the user interface allows you (hint: it allows you very little). There is exchange but there is no growth, no added value. You can change things in the world but you can't really shape/co-build it. When you stand up from the screen, you haven't accomplished anything lasting.
The dilemma of sandboxing is, do the players want a creative process where they contribute a lot to the direction of the game (note, this isn't "co-DMing" in the way indie style games are), or do they prefer a more passive form of entertainment where they don't have to do that (not a value judgement)?
The sandbox campaign is, in many ways, the purest form of what I'm looking for because it allows for any choice without artificially negating any of them.
Hi Melan,

Thinking about your concept of 'sandbox' games vs. Hobo's, it does seem to me that's you're talking about two different things. So I thought about your two different spectrums, so to speak--yours between a game driven by the GM's overall plan vs. a game driven by player choices, and his between a totally open field of exploration and a railroad--and I stuck those two axes on top of one another, and this is what I came up with:


GM DRIVEN AND
NARROWED OPEN CAMPAIGN
(GOOD 'TRADITIONAL' GAME)

OPEN CAMPAIGN THAT STAYS CLOSED CAMPAIGN
OPEN AND NEVER REACTS (RAILROAD)
(BAD 'SANDBOX' GAME)

PLAYER DRIVEN AND
NARROWED OPEN CAMPAIGN
(GOOD 'SANDBOX' GAME)


On the right we have a railroad, a campaign in which everything that happens is prescribed by the GM and the player's can't ever make meaningful choices. The campaign does develop and change, but only according to the GM's plan.

On the left we have the opposite, a campaign that is extremely open and allows the players to go anywhere on the map, but in which the world doesn't really change or react to the players' choices. The players can't really create their own story because the world doesn't react to them; they can't really pursue their goals or get invested in a particular place or NPC. The players can explore the world freely and make lots of big choices, but as the campaign world doesn't really develop or react or change, the choices are relatively meaningless. This is Hobo's idea of a true sandbox: a theoretical extreme that is not desirable and in which the players' choices are just as meaningless as in a railroad. This is also probably the tabletop equivalent of a sandbox computer RPG. It is a game in which your first quote above is reversed: the focus is the "game world," not the "campaign."

On the top we have a good 'traditional' campaign. The DM is the one who ultimately drives the story, but he gives the players plenty of meaningful choices and perhaps works some of their personal character goals into the overall story. The game world is open at the start and in theory, but later and in practice it is narrowed when the GM focuses it on a particular location or plot.

On the bottom we have your idea of a 'good sandbox,' Melan. Once again the game world is open at the start and in theory, and once again it is narrowed later and in pratice. But now it's the players who narrow it by focusing the campaign on a particular NPC or location using their characters' goals. Now it's the players who initiate the story, and it's the GM who does most of the reacting.


Anyway, I thought I was terribly clever in coming up with that diamond-shaped two-axis thing. Do you think it has any meaning?


EDIT: *sigh* How do I keep my formatting so I can make my pretty diamond-shaped figure?
 


To me, a sandbox, or status quo campaign is just another tool, no better or worse. At the moment, it's not one I'm terribly interested in doing, but, that might change in the future. I'm much more interested in plot driven campaigns currently.

But there's certainly a fair bit of one true wayism that has been put forward in terms of a Sandbox or status-quo campaign.

True, but I'm seeing one-true-wayism from both sides here: "No one could possibly enjoy a real sandbox" is just as much one-true-wayism as is claiming that only sandboxing is real D&D/real roleplaying.

I think in the case of this thread, the stated intent was to find out about sandboxes and why people enjoyed them, and the OP's rejection of all stated responses seemed to me to be in bad faith.
 

At any rate, the notion of "player freedom" as being opposed to "a sense of progression and building towards a climax" is to my mind far from helpful.

Maybe. I was talking about campaign design. In a matrix or linear campaign, the campaign can have an inbuilt tendency to build towards a climax. In an open campaign, the design does not, except inasmuch as the rules themselves include stuff like maximum level, territory development, or divine ascension; the progression comes from the players. I'd think we could agree on that.
 

On the left we have the opposite, a campaign that is extremely open and allows the players to go anywhere on the map, but in which the world doesn't really change or react to the players' choices. The players can't really create their own story because the world doesn't react to them

Why would the sandbox ever be non-reactive, except as the result of limitations in the programming code* for a CRPG? I understand why linear campaigns may need to negate player choice to reach a desired, prescripted end point on the adventure path, but why would a sandbox setting ever not be allowed to develop/change in response to player activity?

*Or for MMORPGs the similar need to keep re-using 'instances'. Personally I don't understand why MMORPGs don't use randomly generated dungeons, but there's a lot about those games that makes no sense to me.
 

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