hawkeyefan
Legend
So first off, I appreciate the effort you put into offering a full explanation in this post and others. I’ll be happy to discuss the other points you raised later today, but I want to touch on this part first because I think it highlights why our approaches differ.
From this and your previous posts, my understanding is that you prefer campaigns that are creative collaborations, where worldbuilding, themes, stories, characters, and the process of play are shared among everyone at the table. That makes sense to me, and your comment follows from that foundation.
While we often use similar tools, like having a referee, or in the case of Torchbearer, random tables, you use these tools to support the creative goal of collaborative campaign creation. That creative goal is a fundamental choice that shapes everything else.
Before I go further, I want to emphasize: we're talking about ways to have fun. And there are different ways of achieving fun, even if we’re all starting with the same basic tools, dice, pencil, and paper.
In contrast, my creative goal with a living world sandbox campaign is not collaborative creation. Instead, I build worlds and invite players to visit them, to spend a portion of their hobby time living as characters in these worlds, having adventures. In this setup, I’m both a travel agent and the engine of the world. What I’m not is a tour guide. Some have criticized sandbox campaigns with strong referee authority by saying players feel like tourists watching the referee perform. But in my campaigns, I’m not a tour guide who leads them once they pass the gate. I’m the travel agent who built the destination, and the engine that makes the world respond logically to what they do as their characters once they arrive.
And there’s one more thing I do: I make sure the world remembers what the players do. Visiting fantastic places is fun, but the secret sauce is running the same setting for the same genre over and over again, tracking the lasting consequences of player actions. As a result, the Majestic Wilderlands I run today isn’t just a product of my creativity; it’s the sum of my efforts and those of my players. That’s how I began this whole living world sandbox path, when my second AD&D campaign took place in the same Wilderlands as the first, shaped by the kingdoms and towers that the players in the first campaign had built.
I hope this helps clarify why our approaches differ and that it adds clarity to our future discussions, especially when we talk about techniques and how they serve different creative goals. I’m always happy to explain how a specific technique follows from my approach and how it shapes interaction between the referee and players when my goals are a factor.
Yeah, I think the type of game I'm talking about... such as the Blades game I talked about... is a creative collaboration.
My only problems with that phrase: one, is that it kind of applies to all RPGs... it's just a matter of to what part of play it's applied. Two, and more importantly, it often then gets described as some kind of shared storytelling or "writer's room" which I don't think is accurate.
So your players never said the equivalent of "We want to buy a broken down ship, soup it up and become pirates"? Not that specific of course but just some random goal they came up with that you then figured out how to implement. Because that's become the current driving force of a campaign I'm running now. I was doing a semi-random lore dump when one of the players picked up on something I mentioned. They then convinced the rest of the group to go along and they now have a goal I had never anticipated. It's pretty awesome.
Not exactly, no. Maybe before play begins? As I said, I tend to do a lot of collaboration prior to play in an attempt to make sure play is about what they'd like it to be about. So if they want to be pirates, it's likely to come up then. Is it possible for play to go in some way where piracy is related and then the players decide to hell with everything else, let's be pirates? Generally, no... though my Mothership game would have allowed for this if the players had decided to go that route.
A lot of my campaigns are what the DMG calls episodic in nature. There are a number of options they can pick from and we pursue that specific episode but the general options do come from me. Direction for future options will likely shift depending on how the episode goes. I still consider these sandboxes, while one episode may build on the last I don't really have long term goals or even an end game in mind. In other words, not much different from what you describe except that I still feel like the players (in my case through the actions of their characters) still have a great deal of influence on possible story arcs and themes because of their decisions.
Sure, I haven't been disputing anyone's use of the term sandbox... I've just been describing some of the differences in the types of sandboxes. My Mothership game is very different from my Blades game... but both have the kind of open world aspect that I think is central to the sandbox experience. How they go about using that open world is different, though. Neither is better than the other, except as far as one may prefer one over the other.
Yeah, that's my point...I think this language is grating for fixed world sandboxers because they (we) do see our games as player-driven, just not because the players create the content. So a term that functions on the content creation would be more precise.
This is a fair criticism though. Maybe "I prefer games where the players have a significant role in content creation"?
That's fine. I'm more just explaining my use of terms. I'm not expecting to change how everyone in the industry uses the terms... just my use and how and why I arrived at it. Honestly, I'm far less interested in policing the terminology of anyone in this discussion than I am talking about the differences and similarities of the play types.
Like, if you understand my use and I understand yours, then we can communicate.