Hussar
Legend
That wasn't me. Never played Burning Wheel. Sorry.Perhaps; I could have sworn he was talking about playing or running it.
That wasn't me. Never played Burning Wheel. Sorry.Perhaps; I could have sworn he was talking about playing or running it.
Honestly? Nothing. To be frank, I'm not sure why what I'm saying has this huge push back. Most campaigns will slide along the spectrum from linear to non-linear and back and forth throughout the campaign. Sometimes things will be very linear - a travel scenario for example is by definition linear, to a wide open scenario where there is tons of player freedom.What do you want people to admit? /snip
Will answer the rest later but this is the system I use now. In the past I have done similar things with D&D. Some editions are easier though. I have done it with 3E but I think 3E was a big challenge in terms of prep for example. But there is so much OSR sandbox material essentially using variations on D&D, I think it is pretty manageableIt's interesting @Bedrockgames that your example isn't from D&D. Does rather reinforce my point about how D&D is somewhat more difficult to run as a sandbox than other systems.
No one bats an eye? I just said I wouldn't have that level of detail. If it works for @The Firebird that's fine, it's their choice, their game. I won't tell someone they're running their game wrong but that doesn't mean there is only one way to run any style of game.Wow.
When I said this, I was pilloried for saying that you need to do massive amounts of legwork in order to actually have a sandbox. Yet, you say exactly the same thing, and no one bats an eye. I mean, you are flat out saying that unless you've done all this legwork, it's not really a sandbox campaign, in direct contradiction to quite a number of posters here who claim to run sandboxes.
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You do realize that there are absolute tons of pre-prepped encounters available out there?Again, though, that's great to say but, when the rubber meets the road, system matters. Say your group has chosen to enter the "Simple Dungeon of 6 encounters". Bog standard dungeon crawl. It's nicely non-linear - multiple paths are possible and there is no "end goal" other than whatever the players want to achieve. Nicely sandbox right?
But, here's the thing. Most people can't do that on the fly. You have six D&D encounters. That's probably around 10 different stat blocks, each of which is very detailed. You can't do that on the fly. It needs to be prepared. And that takes time. Often, quite a lot of time depending on the level of the PC's.
Now multiply that by a hundred in order to be able to allow enough player choices to count as a sandbox. At the high level of simply describing things, that's easy. But, in actual play? That's a MOUNTAIN of work.
And, good grief, how much material did you need to create two NPC's? To do that in D&D is a LOT more work.
Note, and just so I don't get misunderstood again, I'm going to start adding this disclaimer to posts:
I am not claiming that it is impossible to do sandboxes in D&D. I am claiming that other systems work better for sandboxes since D&D is so prep heavy. I am also claiming that the difference between sandbox and linear campaigns tends to be a lot less than claimed because of the workload required to prepare a sandbox.
I totally agree here. That was, I believe, the point I made all along. DnD, because of the level of prep needed, is perhaps not as good as other systems for sandboxes.Will answer the rest later but this is the system I use now. In the past I have done similar things with D&D. Some editions are easier though. I have done it with 3E but I think 3E was a big challenge in terms of prep for example. But there is so much OSR sandbox material essentially using variations on D&D, I think it is pretty manageable
I totally agree here. That was, I believe, the point I made all along. DnD, because of the level of prep needed, is perhaps not as good as other systems for sandboxes.
Yet again you're conflating adventure design with campaign design.Again, though, that's great to say but, when the rubber meets the road, system matters. Say your group has chosen to enter the "Simple Dungeon of 6 encounters". Bog standard dungeon crawl. It's nicely non-linear - multiple paths are possible and there is no "end goal" other than whatever the players want to achieve. Nicely sandbox right?
Sure, which is why you have a stack of published modules ready to rock. If they decide to go to site A you're gonna haul out Secret of Bone Hill, if they go to site B instead then out comes White Plume Mtn., if they go to C they'll find Forge of Fury ready to greet them, and so on and so on. And if they decide to just roam around in the wilderness then random encounter tables are Your Friend.But, here's the thing. Most people can't do that on the fly. You have six D&D encounters. That's probably around 10 different stat blocks, each of which is very detailed. You can't do that on the fly. It needs to be prepared. And that takes time. Often, quite a lot of time depending on the level of the PC's.
Now multiply that by a hundred in order to be able to allow enough player choices to count as a sandbox. At the high level of simply describing things, that's easy. But, in actual play? That's a MOUNTAIN of work.