Sepulchrave II said:As soon as the game moves from the 'open' model ("Here's the world. What are you going to do?") to the closed environment ("Whoopee! Into the dungeon!") it tends to enter a linear phase. ... I always treated dungeons like mental down time.
So, what exactly do you get out of the game?
In fact, I think the game you described needs no GM at all.
I'm really confused. Feel free to label me dense. My groups include several PhDs, and, believe me, when presented with a sandbox, those guys literally freeze.
One can make an epic story. The kind of temperament I think best suited to a "sandbox" is one that finds it more satisfying to see that come about as a surprising development. Someone who thrills to the vulnerability of beginning characters in some games, the dramatic turns of fortune sometimes hanging on a single dice roll, the challenge to tilt the odds with cunning, the feeling when after failures one at last succeeds -- there's a prime candidate.I´m a bit torn re: Sandboxes.
Sure, I´d like to experience free roaming, plot hook hunting and exploring.
OTOH I like to take part in an epic story with a developed plot, ties to the campaign background and so on.
One can make an epic story. The kind of temperament I think best suited to a "sandbox" is one that finds it more satisfying to see that come about as a surprising development. Someone who thrills to the vulnerability of beginning characters in some games, the dramatic turns of fortune sometimes hanging on a single dice roll, the challenge to tilt the odds with cunning, the feeling when after failures one at last succeeds -- there's a prime candidate.
Ties to the campaign background are (in my opinion) very important in a freer game, but the focus often is more on developing them in play.
Most such campaigns in my experience are conceived of as open-ended. For that reason, their DMs tend not to have "end of the world" stuff going on. More common is some ongoing (often cosmic) struggle that (perhaps only very subtly) connects disparate elements in the background. High-level characters get to see their deeds as accomplishments of some significance in that greater scheme.
That´s the point where I´m questioning the whole sandbox concept: Sandboxed evolve story, stories evolve plot, plots need prep time and willfull participants, we´ve moved away from the sandbox.
You don't need a plot (or as Ariosto says, the plot), you just need some NPCs who are doing things. NPCs with goals who are able to act on those goals.
You need 3 things so far as I can tell. A setting, PCs with goals, and NPCs with goals. Maybe 4 - there needs to be some source of tension between these elements.
That´s why I´ve written "evolve". You´re correct with the starting premise of setting, players, nsc and tension. When the game starts, continuity happens, which begets story.
As long as the players don´t act or don´t do anything with impact on the world, all´s static. The moment they interact with something in the sandbox, continuity sets in and a plot forms.
Basic example would be: After a random encounter with some slavers, one player is intrigued and wants to follow up on this by investigating slave trade. Based on what he learns about this, he decides to act against it and so on.
IMHO a plotless Sandbox, call it a static one, would have stopped after the random encounter. If I understoof Ariosto correctly, then that´s plot enough.
That´s a point that someone (Umbran?) asked about way upthread, too, which went unanswered so far.
Should they really follow up on the slavers, then the sandbox isn´t needed because now we have something going on with the players following the leads.