IME the best open-campaign sandbox players are Nietszchean "value creators" who set their own goals and accomplish them, or fail to accomplish them. Eg in my Wilderlands campaign a player decided to rally the barbarian clans and fight the encroaching orcs to the south, and recent sessions of the campaign have centred around that, which was not something I had anticipated. The bunch of published adventures I had nested in the campaign area have mostly gone unused, but I'm fine with that.
Not that there is anything wrong with the 'matrix' campaign either - although when I ran the Vault of Larin Karr matrix campaign the players did start mocking the way everything was interlinked, eg how every surface dungeon had its Underdark connection. So it's possible for a matrix to be too heavy-handed.
However, all those elements that your characters and players interacted with were placed there for the purpose of being interacted with. The "encroaching orcs" were done, presumably, by you the DM (or possibly the setting creators, I'm not overly familiar with the setting). Thus, we have a setting - Wilderlands, characters - both PC and NPC and a plot generated by both the players (rallying the barbarians) and the DM (encroaching orcs).
Again, how is that not collaborative storytelling? The reason the orcs are encroaching is because it's interesting. It builds tension in the setting. A setting where nothing is happening would be boring. So, blow




up - have an invasion. There. Now we have a challenge.
You keep trying to draw this connection between real life generating a story and an RPG. However, you're ignoring the
collaborative part of an RPG. In real life, no one is introducing challenges because it would be interesting to do so. In fact, most poeple are perfectly happy when there are no serious challenges going on in life and everything is smooth sailing.
But, all this is still besides the point. The same as board games, even if real life does generate stories - So what? That doesn't change the fact that you cannot play an RPG without generating a story. You keep dodging that central fact and trying to point to other stuff that's unrelated.
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Fan* said:
Effectively, like it or not, you're using loaded terminology.
Yeah, it appears so. For some bizarre reason, story and plot are both considered 4 letter words whenever they get brought up in relation to RPG's. To me, saying that RPG's are an exercise in collaborative storytelling is like saying rain is wet. It's just true and there's really no way around it. The fact that despite several pages, not one person has managed to make a single example of playing an RPG without generating story pretty much proves that.
But, yeah, I've thoroughly derailed this thread. Matt J, my appologies. I really shouldn't have gotten into this. It's chasing my own tail. Your idea is very cool and I'd like to give it a whirl sometime soon.