Frank, I'm sort of taking a shot in the dark here, or maybe just a patch of shade, but I don't think that's what Mercurius means by 'sandboxing' or 'wonder' or "the unknown".
Mercurius said:What I'm looking for, and what I'm asking of the kind and wise folks of ENWorld, is any and all of the following, or whatever else you can think of by way of suggestion, but these give you a starting point:
***Tools for Sandboxing, especially oriented around time-saving.
Wow, great table! Have anymore? An email would be grand: jonnybardo at yahoo dot com.
I like your combination of "random rolls and imagination." That is what I'm going for.
Not sure what you mean here? (And who is Frank?).
Where are they in the 4e DMG2?Lost Soul said:edit: Kellri's CDD #4 is really good, though I was never satisfied with the NPC motivation tables. I actually find the ones in the 4E DMG2 to work out well.
Could someone please smack S'mon with some XP for me, please?Giving players extensive world-creation authority can very easily destroy the sense of exploration for them, which IME also destroys the sense of exploration for the GM. It works better in more narrativist games where the emphasis is on exploration of premise, rather than exploration of setting.
By contrast, the GM definitely should *not* seek to map out the whole world in advance. He should develop in play, following (influenced by) the direction set by the players, with judicious use of random elements. This way the GM too is constantly finding out new things about the world, but not at the direct determination of the players.
The only reason sandbox computer games create everything in advance of play is because they lack the ability to develop in play in response to player input. IMO taken literally they are a terrible model for a round-table game.
I think with sandboxing it's great to improvise and riff off player ideas and motivations, but the GM has to be very very careful about any "relinquishing of creative control" beyond the stuff that is normally within player purview, such as details about the backgrounds & families of the PCs. Giving players extensive world-creation authority can very easily destroy the sense of exploration for them, which IME also destroys the sense of exploration for the GM. It works better in more narrativist games where the emphasis is on exploration of premise, rather than exploration of setting.
Where are they in the 4e DMG2?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.