But there must be someone adjudicating the world, right? If the intent is to find a ship captain and they succeed, who describes the NPC? Who decides how large the ship is and what the fee will be?
(snip)
I feel I've seen a lot about specific mechanics, but little about the general principals that make them better or worse (in your view) for these purposes.
I've reading the recent discussions and it caused me to reflect on the different approaches that drive tabletop campaigns, especially after some recent discussions about Burning Wheel, Torchbearer, and traditional sandbox play. I wanted to share some thoughts about fundamental philosophies but not as a critique of any approach, but as a route to clarify things so people can see how everybody's chain of reasoning works.
From what I read and what has been stated here, Torchbearer and related systems like Burning Wheel are designed to put character beliefs and goals under pressure. Conflict is the engine of play. Every session is expected to contain tension, challenges, and stakes that force hard decisions and personal growth. This creates compelling campaigns, especially for groups who enjoy character drama and moral dilemmas. The rules reward internal conflict, ideological strain, the testing of beliefs, and moments of tension.
By contrast, this is different in the Living World Sandbox style I use. The world exists in motion, independent of the players. Conflict may arise, but it's not required. Sometimes, entire sessions revolve around exploration, logistics, trade, discovery, or social interaction. Sometimes players solve problems with diplomacy or by simply walking away. The point isn't to provoke conflict, but to simulate a world that responds consistently to player choices.
To put it simply:
- In TB and related systems, conflict is the point of play.
- In sandbox campaigns, conflict is a possible outcome of play.
Players in both styles may have deep characters with goals and beliefs. However, conflict is expected in one model, while it's emergent in the other.
These two points of view led to two different chains of reasoning, with different tools and techniques being relevant.
It leads to misunderstandings over referee impartiality and railroading. For the group that enjoys sandbox campaigns, a system with a focus like Torchbearer will be like railroading. The system continually forces them to deal with conflict, whether they desire it or not.
To be clear, this is conflict as torchbearer defines it.
In Burning Wheel we have this
The criticism of the sandbox campaign is that the referee's authority invariably leads to players' goals being subordinate to the referee's goals. Thus, players are invariably railroaded to deal with whatever the referee's goals are. The idea of a World In Motion is one such goal; thus, the campaign is railroaded.
Many of the counterpoints, including those I made, focused on how this is not the complete picture. We focused on why the techniques we practice made this not an issue.
However, upon review, I see why that wasn't a compelling argument. The points I made rest on the assumption that a referee can be impartial, and using good leadership principles instills confidence in the group that the referee is truly impartial.
However, if the reader believes that is not possible, then there is no explanation I can craft that will convince them otherwise. I could show it if they played in a campaign of mine, but the limits of forum discussion preclude this avenue.
Even if we assume that the referee can be impartial, there remains a fundamental difference between sandbox campaigns and BW/TB-related systems. In sandbox campaigns, conflict with character goals and beliefs is emergent from the situation, and this not a given. It can only arise if the players choose to become part of a situation that gives rise to this conflict. To be clear, this is not always combat, rather I am talking about conflict as Burning Wheel/TB defines it.
For example, in my Scourge of the Demon Wolf sandbox adventure, the situation is such that the following conflicts could happen that challenge the goals and beliefs of characters.
Emergent Conflicts for Scourge of the Demon Wolf
- The players find the bandits, defeat them, and discover they are disguising themselves as wolves. Do they believe that to be the real problem that resulted in the Baron's huntsman failing? Using this to convince the Village to bring in the harvest. But ultimately, not resolving the larger issue of the Demon Wolf.
- A variation of the above is that they discover the wandering beggar clan are fences for the bandits. Making them accessories to the bandit's crimes. Do they act on that without investigating further? Or do they find out about the chief's son who was killed by the Demon Wolf?
- In convincing the village to return to the harvest after the bandits are dealt with, they tell the villagers about the beggars as fences. Villagers are now unanimous that the beggars need to be dealt with, leading back to #2
- The party investigates further and finds out, as a result of the village bailiff's death, that there is more going on than bandits. But Elder Anselm, the village priest, is pressuring to deal with the Beggars since he and half of the village are convinced they caused the problems with the wolves.
- They never befriend or convince Elder Anselm that the beggars are not the source of the problem, then Elder Anselm and he march half of the village out to the Beggars' camp to lynch them.
Prior to publishing the adventure, I ran it ten times with ten different groups of players. Above are just some of the conflicts that arose because of the different choices made during the adventure by different groups that challenged their goals and beliefs.
The following are some of the elements of the situation that gave rise to the conflict above. Which conflict happens for each group depends on the choices they made from the start of the adventure. The conflicts were not scripted but were emergent from the different elements of the situation that existed before the start of play.
The Bag of Stuff for the Scourge of the Demon Wolf
- Arbela is an ambitious apprentice from the Golden House who tried to take a shortcut to power but botched it giving birth to the Demon Wolf.
- The wrath demon, who is the demon wolf, wants to cause as much pain and suffering as possible through wrath (brutal attack on people)
- The Baron sent his huntsmen to hunt the wolves down. The huntsman was deceived by the Demon Wolf into killing rival packs of wolves and thinking he solved the problem.
- Afterward, the Bailiff of the village was brutally killed by the Demon Wolf, and the attack resumed.
- The villagers then refused to bring in the harvest and challenged the Baron's authority.
- The villagers are scared and feel besieged by the wolf attack
- A bandit gang is taking advantage of the situation by disguising its attacks as wolf attacks.
- A wandering clan of Beggars wandered into the area, and their chief's son was killed, and now want vengeance
- Half of the village, led by Elder Anslem, thinks the wolf attacks are caused by the Beggar.
- The beggars are fences for Bandit, but have nothing to do with their attack.
- Shortly before the arrival of the character, the bandit attacked and murdered a peddler several miles out on the road leading to the village. They made the peddler attack look like a wolf attack.
From Georgia to Canada, from St Louis to Connecticut, a dozen groups confronted this situation in different ways, resulting in different conflicts emerging in different ways.
It attached a copy of the adventure for those interested.
The difference between having the system mandate conflict as the central focus for Torchbearer/BW and the conflict being emergent as a result of player choice in the sandbox campaign is, I think, the crucial difference resulting in incompatible viewpoints over the various techniques being used by both approaches, even if we assume that referees can be impartial.