Faolyn
(she/her)
I can quote him on that, too.HE DIDN'T SAY THAT!
Maybe just maybe focus on the argument actually being made, instead of the strawman you want to take down?
Not quite. I’m saying that the prep for this six encounter dungeon multiplied by the number of locations that the dm provides for the players to explore - a minimum of three at the very least, up to dozens or even hundreds according to some- makes it prohibitively time consuming.
I stand by the easier, simply because it's far less work to get off the ground.
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.
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.
Shall I continue?I said that forcing the DM to spend gobs of hours and do all the work means that it's more difficult to use D&D as a sandbox game.
OK, then defend this:Whether there is only one way or no way at all, you have now accepted that objective analyses of some forms of design are possible. If that is true, then it cannot be true that all claims regarding game design are 100% pure opinion and nothing else. You have to actually defend why "game X is not actually better or worse than game Y at doing task X" is true.
Coz it seems to me that if you define "sandbox game" as "a game where the PCs have free reign to go wherever they want and do whatever they want, with minimal or no predetermined goals" then you can do this in just about any game. Off the top of my head, the only games that can't be true sandboxes would be games with very narrow focus, like Blades in the Dark--you really can't play a law-abiding citizen in that game.I'm saying that D&D is not a very good sandbox game.
There are other systems that work better for creating sandboxes than D&D.
If you're choosing to define "sandbox game" as an improv-heavy game, or a game that relies entirely on player input and direction, or as a game that can't have a pre-existing world, then, well, you're defining it wrong.
And if you want to say that D&D is not a great system for improv-heavy games, player-led games, or games with pre-existing
No, that's not what I said at all. Some games literally do not have rules for combat, for instance. In fact, I have at several games that flat-out say "no combat." It's not that the game has bad rules for combat; it's that you literally can't get into a fight using these games. (For instance, Wanderhome, or Mystery Business.) Or a game might be a modern-day or sci fi game with no magic.Beyond that: it's trivially easy to construct counterexamples to the claim that "the only way for a game to be not-good at a task is to have no rules for it". That is, a game that has badly-constructed rules for achieving a particular end is entirely possible.
That's different from a game that has badly-constructed or missing rules. By missing rules, I mean things like the old WEG generic D6 System books, which would say "see chapter 10 for rule XYZ" and the book didn't have a chapter 10. (or whatever chapter it was; it's been decades.)
That sounds like the players are choosing to ignore the stealth rules. I'd have to see this hypothetical game. Does the game itself give impossible difficulties for stealth and easy difficulties for killing things? Or is that up to the GM to set those difficulty levels and mysteriously the bad guys always see the hidden PCs? Or are the players simply murderhoboes who prefer killing to sneaking.Consider, for example, a stealth game, where the most consistently effective, most consistently successful strategy is to run in, proverbial guns blazing, killing every enemy you come across, because when every enemy is dead, no one can claim you weren't stealthy, and you never have to attempt stealth rolls/checks/actions/etc. Such a game is, objectively, badly designed for the thing it was designed to do: it objectively creates incentives for behavior the designers wanted to discourage, and objectively creates incentives to avoid behavior they wanted to encourage. That is one of the most obvious examples of badly-designed games.
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