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Pathfinder 1E Sandboxes? Forked from Paizo reinvents hexcrawling

Any AP or linear scenario can be broken down, and contains material usable for a sandbox. All that must be done is remove those pesky expectations about what the story will be, and what the PCs will do.

Any sandbox can be turned into an AP or linear scenario by adding those same expectations.

AFAICT, that is the crux of the difference. The stronger the expectations, the more linear and less sandbox a game is.

RC cuts to the critical distinction here. Many of the other elements (meaningful choices, PC impact, interesting NPCs, an immersive environment, player buy-in, tasty snacks, etc...) are just elements of a good RPG. It's the strength of the pre-game expectations about what's going to happen that creates the difference in game styles.

-KS
 

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coyote6 said:
All you need for a sandbox is setting, protagonists, antagonists, and conflict? I think the DragonLance modules fit that description.
The Dragonlance installments ("modules" seeming a misnomer for such integrated parts) have prominent "railroad" situations, some of which involve predestined fates for certain characters. Even without such pervasive heavy handedness, the design would be a story arc (or "adventure path" to borrow Paizo's term). That is not "sandbox"!

It was a grand and very successful experiment. Then the "story" model went from being a change of pace to directing everything from scenario booklets and settings to basic handbooks, and not only TSR but other RPG publishers became (literally) novel publishers.

The situation seems to suit most of the gamers that are left in the market. However, at least a few either enjoy other things in addition, or don't enjoy linear scenarios much at all.

Now, theoretically one could ditch the rigid DL Saga scenario, and insert new characters into the general situation with the freedom to choose their own responses to it -- and to have their choices make a difference in what happens to them instead of it being rigged.
 
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RC cuts to the critical distinction here. Many of the other elements (meaningful choices, PC impact, interesting NPCs, an immersive environment, player buy-in, tasty snacks, etc...) are just elements of a good RPG. It's the strength of the pre-game expectations about what's going to happen that creates the difference in game styles.
Which is why I've pushed for a recognition that sandbox as a description is really much more appropriate for the playstyle at the table than it is for the attributes of anything published. The Dragonlance modules are a bad example because they were most notoriously written with the expectation of a railroaded predestined experience. On the other hand, they're a particularly good example too, because they can be played more as a sandbox by GMs who are willing to give the PCs more leeway and let things fall out differently. I've talked to I don't know how many people who said that they had a good time with the Dragonlance modules because they made that key paradigm change.

Although, granted, in doing so they diverged at least somewhat from what was written.
 

Which is why I've pushed for a recognition that sandbox as a description is really much more appropriate for the playstyle at the table than it is for the attributes of anything published.



That's completely correct. What gets done at the table determines the style of play. Though published material can more readily support certain styles of play over others, they do not dictate nor guarentee one style or another. To further discuss something further upthread, it is also correct (IMO) that playstyle exists on a sliding scale between sandboxing and linear adventuring. The terms are extremes that no playstyle can ever completely embrace because the very nature of a GM communicating with the players introduces GM-bias that removes the sandbox extreme from being possible and any communication from player to GM removes the linear extreme from being possible as an absolute. Playstyle exists on a sliding scale between those extremes because actual play makes the extremes impossible in actuality. Most games oscilate between the extremes from campaign to campiagn, from session to session, and even from moment to monent if the GM and players are even somewhat engaged in the activity.
 

Which is why I've pushed for a recognition that sandbox as a description is really much more appropriate for the playstyle at the table than it is for the attributes of anything published.

This would be true only if what was published had no influence over what happened at the table, or if additional work wasn't required to make sandbox-y materials more linear, or linear materials more sandbox-y.

You can work to make DragonLance a sandbox; doing so means that you are no longer using DragonLance as published.

You can work to make Keep on the Borderlands more linear; again, though, doing so changes the nature of what is presented.

The best example I can think of here is Necromancer Games' Crucible of Freya, which intentionally and explicitly comes with both a mini-sandbox and a linear scenario to run in that sandbox if you so choose. Looking at the two halves of the module can perhaps shed some light on the interaction between presentation of the published work and interaction at the table.


RC
 

I agree that there is some influence, but I think it's swamped by the style and preferences of the people involved at the table. A group with a really sandboxy personality would never run the Dragonlance modules as written; they'd either put in that work to make it work for them, or they'd just avoid running them altogether.

Or, I suppose, they'd have a few sessions of a terrible game which they hated because it catered to the exact opposite playstyle preference they hold, and they'd probably quit in disgust before finishing it and moving on to something else.
 

I really think we have a rather serious communication issue here. I.e. either I fail at communicating, or you are intentionally not understanding me. (...) And please, for the last time, stop putting words in my mouth.

I think the fact that you interpret anyone expressing their personal tastes as an attempt to put words in your mouth strongly indicates that you're failing at communication.

The players can create agendas for their characters. They just don't know how to pursue them unless presented with clear options or choices which relate to those agendas.

Which doesn't make any sense to me. Do they all have nannies in real life telling them how to pursue their goals in life?

Should a meaningful story evolve and players ask the dm to expand upon it, we´re leaving sandbox counry behind and move over to a plot-driven scenario.

Why would I suddenly want the GM to tamper with success?

I think you're falling prey to the "passive sandbox" fallacy. If the PCs' efforts to break up the Ring of Iron slavers' guild is beginning to have far-reaching political consequences, there's absolutely nothing about the nature of a "sandbox" which would prevent those consequences from continuing to play out.

There is nothing about a sandbox which prevents the GM from reacting to what the PCs are doing. It is, in fact, that reaction which makes the choices of the PCs meaningful.

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.

Sandboxes create a series of events. These events can then -- just like events in real life -- be related as a story. But just because compelling stories "evolve" in real life, it doesn't follow that at some point God starts making up pre-prepared plotlines for all of us to follow.

"You get free will until your lives become interesting" would be an interesting religious doctrine, but I don't think it a necessary one.

There's been a ton of them in this very thread. I don't know why you say I'm replying to people who aren't posting in this thread, I've responded directly to comments in thread with that characterization. :shrug:

And yet you still can't cite a single example. (Which I suppose is why you've started trying to create them out of wholecloth.)

Ah, no. See, I thought you were mischaracterizing my game. That is not what I say. If my players said, "Screw the crossroads, I want to teleport directly to the Abyss and pick up succubus chicks at the Abyss Bar," or whatever, assuming they do in fact have the capability to do that, then that's what we'd do.

Then that's a sandbox.

Which would suggest your problem is the opposite of what most people are assuming in this thread: You're basically playing in a sandbox or mostly-sandbox campaign, but are so utterly unaware that other styles of play exist that you simply assume that "sandbox" must apply to all games.

I'm sorry to report that this is not the case: Linear prep GMs can be found all over the place.

Well, there you go, Ariosto and The Shaman. You wanted to see an example of sandbox proponents descending into badwrongfun insults? Look no further.

I'm afraid you misunderstand: It doesn't matter what type of campaign I'm running. I don't want to play with spoiled 5 year olds who don't know how to cooperate with each other. RPGs are a group activity. Playing them with people who can't productively participate in group activities sounds like an interminable chore.

This should be common sense. It has nothing to do with sandboxes.

In truth, I would find that kind of immature behavior far more destructive in a plotted game than a sandbox game: IMO, a plotted game works best when players agree to follow the plot. Players who can't play nice with the rest of the group can certainly be, in some sense, forced to comply with the plot through the railroaders' bag of tricks. But I'd rather not deal with that kind of headache.

The situation seems to suit most of the gamers that are left in the market. However, at least a few either enjoy other things in addition, or don't enjoy linear scenarios much at all.

"Market" may be a key word here. Sandboxers don't need a perpetual influx of new material: They can always build something new in the sand. But plotters always need a new plot for next week.

On the other hand, they're a particularly good example too, because they can be played more as a sandbox by GMs who are willing to give the PCs more leeway and let things fall out differently.

In rewriting the material in order to accomplish X instead of Y, you are tacitly acknowledging that the unrevised product can be described as Y.

Since the difference is a continuum and not an on-off switch, of course, there's a fair degree of leeway to be found here. (Shades of grey and all that.)

So, yes, you can find the Dragonlance modules material that can be retasked for a sandbox campaign. But you can find the same thing in Tolkien's Lord of the Rings.

In similar fashion, if you get a group together to perform Hamlet it is certainly possible that half-way through they could suddenly switch over to performing Hello Dolly. Style of ply is, in fact, determined while you play -- not by whatever written material you may or may not be using. But that doesn't mean that the material you start with isn't going to have some influence on the way that material is typically used.

Particularly if you're talking about a new group of players who are still trying to figure out the answer to the question, "How is this game supposed to work?"
 

And yet you still can't cite a single example. (Which I suppose is why you've started trying to create them out of wholecloth.)
I haven't been willing to cite a single example. I don't feel the need to "prove" to anyone that I've seen a vibe of antagonistic pro-sandbox posters over the years.

And I'm feeling much less inclined all the time as you continue to make my case for me yourself.
The Beginning of the End said:
Then that's a sandbox.
No, my game is not a sandbox. I value player freedom a lot, but I also deviate (and have described as such where I do in this thread already) from the paradigm on some key areas.
The Beginning of the End said:
Which would suggest your problem is the opposite of what most people are assuming in this thread: You're basically playing in a sandbox or mostly-sandbox campaign, but are so utterly unaware that other styles of play exist that you simply assume that "sandbox" must apply to all games.

I'm sorry to report that this is not the case: Linear prep GMs can be found all over the place.
Wow, you really do put words in other peoples mouths!

I'm perfectly aware of playstyles, thankyouverymuch. You can quit with the making totally unwarranted and bizarre assumptions about me and my games, thanks.
The Beginning of the End said:
I'm afraid you misunderstand: It doesn't matter what type of campaign I'm running. I don't want to play with spoiled 5 year olds who don't know how to cooperate with each other. RPGs are a group activity. Playing them with people who can't productively participate in group activities sounds like an interminable chore.

This should be common sense. It has nothing to do with sandboxes.
No, I'm afraid that I don't misunderstand at all; you're ignoring a key facet of that point when Sammael and others have made it, namely that in a less sandboxy environment they don't have that problem at all. Why? Because sandboxes are not suited to their playstyle.

You can't ignore that key point, which was the whole reason for making the point in the first place, and then come to a conclusion based on ignoring that point and have it be convincing. All that suggests is that you're being unnecessarily obtuse.
The Beginning of the End said:
In rewriting the material in order to accomplish X instead of Y, you are tacitly acknowledging that the unrevised product can be described as Y.
I'm acknowledging, and have already done so already, that those modules more easily accomodate a railroad style group. I'm not acknowledging that a product itself can be described as a sandbox or a railroad, because that description can only properly be applied to the experience at the table.
 

Which is why I've pushed for a recognition that sandbox as a description is really much more appropriate for the playstyle at the table than it is for the attributes of anything published.

In the 30 years I been running a sandbox campaign I found certain products to be better for use in a sandbox campaign than others. For example Judges Guild Wilderlands work better than the Greyhawk Folio.

A publisher can write products that make running a campaign in a sandbox style easier. From what I told, my two Points of Light books do just that. And others told me that they used both PoL books in a more traditional style. Which is OK too.

Finally the term originated to describe what the Necromancer Team, which I was a part of, did with the Wilderlands Boxed Set. I don't know specifically who thought of it. But when we started promoting the boxed set we all just started using the term sandbox campaign to describe how to use it. All of you took it from there.

So you have three instances of authors specifically saying they designed their product to support sandbox campaigns. Now we have a fourth Paizo's Kingmaker as well. And there are others that I am just not aware of.
 


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