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D&D General [rant]The conservatism of D&D fans is exhausting.

There are a range of reasons for that, I think, but one of them seems to me to be captured by this statement:
There are two aspects of, or perhaps they are implications of, this statement that I see as important to the contrast with AW, and "situation-based" RPGing; they also establish a pretty significant contrast with Burning Wheel:

* The GM's indifference to the personal goals or motivations of the PCs. This is completely different from an approach where the GM is expected to respond to those aspects of the character in framing scenes, thinking about consequences and so on.​
* The focus on "the facts of the setting necessary to realise those goals and motivations" - that is, a focus on the setting as a source of obstacles to be overcome, or resources to be deployed, with a resulting problem-solving or "instrumental"/"operational" orientation to play. This sort of orientation goes all the way back to classic D&D play.​

I don't know what your (@JConstantine's) Vampire play is like, so I make no comment on it. But I'm fairly confident in my grasp of @robertsconley's play, and the other D&D-esque sandbox-y play being talked about in this thread.
First, I want to say I appreciate the way you wrote your response. I think it advances the conversation and raises some good points.

While I wouldn’t characterize what we’re doing as fundamentally different, because there’s considerable overlap in techniques, I will agree that BW, PbtA, FitD and my living sandbox all have distinct play styles. So distinct that BW, PbtA, and FitD, created their own niches and families of games. My Living World sandbox campaign uses some of the same techniques but applies them in different ways toward different goals.

That said, I do still disagree with you on a few points.

Let me start with the quote from Baker and his example of a character in Thatcher’s London:

"Imagine Thatcher’s London. Imagine a person in Thatcher’s London who has everything to lose..."

Here is my side of the fence. Unlike my actual play, this is an account of what happened in the campaign. How it played out was similar to the actual play account, mostly first-person roleplaying, with some descriptions, combat resolutions, and skill checks.

Imagine a medieval fantasy city of stone walls and thatched buildings, teeming with people going about their daily lives. Imagine a young Viking prince, living in exile in that city with his aged aunt, a prince who has little memory of his father or his homeland.

That’s Zahkhar. He was the player character in a Majestic Wilderlands campaign I ran from June 2022 to June 2023. His father had been King of Ossary, a Viking kingdom on the Padizan Peninsula. That kingdom fell after his father was captured in battle by Prince Artos of Nomar. Zahkhar’s aunt fled with him and his sister to the City-State to live in exile.

Zahkhar was 18 when the campaign began. The player, Greg, said during pre-game, “I want to play a young exiled Viking prince.” That was it. No elaborate backstory, just that one sentence. But I had a situation on hand that fit perfectly, so I slotted him into it.

From there, we played week to week. Early on, Zahkhar was just a hellion, competing in City-State’s arena, trying to make a name for himself. He even won a few tournaments. Then his aunt was murdered, his sister wounded, and he survived an assassination attempt ordered by his uncle, his father’s brother and the man who is his rival for the throne of Ossary. That changed how Greg played him. He focused on tracking his uncle down.

Late in the campaign, they succeeded. Zahkhar killed his uncle on the island of Croy with the help of his companions. Along the way, they befriended a young noble named Constans of Tegal, the secret bastard son of Prince Artos and the last legitimate heir to Nomar. Zahkhar helped Constans assemble an army and prepare to reclaim his birthright.

Then came the twist. Morgana, a powerful NPC magic-user, revealed to Zahkhar that Constans planned to crown himself Prince of Nomar, the very realm that had conquered Ossary, Zahkhar’s homeland. Greg didn’t say much out of character. He never gave a belief statement or wrote a monologue. But in play, his character began to shift.

They boarded a ship for Nomar. Zahkhar, quietly, made his move. During the voyage, he and the party assassinated Constans. It wasn’t discussed beforehand. Greg never told me his intent. He just did it, because it made sense to Zahkhar, in the moment. Afterward, he told me: “It was time. That’s what he would have done.”

To be clear, none of this was pre-scripted. I wasn’t framing scenes to test Zahkhar’s beliefs. I didn’t need to. The world kept moving. The NPCs had their own plans. Zahkhar had to respond. And the weight of those responses changed the character.

This all happened without any explicit mechanics for “beliefs,” “flags,” or “arcs.” And yet, there was an arc. A good one. A young exile became a killer. A survivor. A man poised to reclaim his kingdom.

I didn’t ask Greg to spell out his motivations. I just made sure he had the information he needed to act, and then I let the world push back. That’s the difference in my Living World sandbox: players act, and the world responds. Sometimes quietly. Sometimes with a sword.

So while our methods are different, I don’t think mine are lesser. I’d argue they’re just as capable of producing rich, character-driven campaigns with long arcs and deep emotional turns. Not because the players and I planned them, but because the world has continuity, pressure builds, and players rise (or fall) in response.

In conclusion:
Yes, the systems we’re discussing use very different methods and produce a different feel at the table. But they are equal in their ability to support deeply realized characters, to generate meaningful arcs, and to manage the scale needed to bring those arcs to life.

They don’t all look the same in structure. They don’t all need beliefs or moves or flags. But they all, in their own way, can carry the weight of campaign play, and do so with integrity, continuity, and consequence.

The whole situation involving Zahkhar’s father, Artos, and Constans was the result of an earlier campaign I ran and recounted on blog. I linked to this campaign before, the Nomar Campaign. That campaign began in 2012, ten years before the campaign with Zahkhar, and laid much of the groundwork. Since then, I’ve run three other Majestic Wilderlands campaigns: two using D&D 5e and one with my Majestic Fantasy rules. As I updated my campaign notes over the years, I continued to advance the situation in Nomar, along with other regions. One of those notes was the projected year of Artos’s death.

When Greg decided to play a young exiled Viking prince in 2022, I realized my campaign’s "present day" was now close to that point. So I set the campaign’s start date accordingly, timed so that Artos was likely to die during the course of play.

If the assassination attempt against Zahkhar had gone differently… if Greg had chosen not to avenge his aunt… or if any number of other events, some entirely unrelated to Zahkhar’s situation, had gone a different way, then Zahkhar wouldn’t have ended up in Croy. Constans would have reached Nomar and fought his cousin Modran for the crown.

But the butterflies flapped their wings just so, and the events I’ve described came to pass..
 

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Well I hate to tell you this, but I am very confident this is how a lot of people GM.
Does this then not explain why I find the "TRUST TRUST TRUST TRUST" response so infuriating, especially when it's presented in the "sucks to be a socially stunted weirdo!" form?

Because I'm really not much interested in playing Mao. But if I'm to take this response seriously, that's what you're telling me I need to do in order to play in a game like this!
 


To be clear here, I am not saying that sandbox play is like BiTD. What most of us are doing is rejecting what seems like a false dichotomy of BitD being player driven and sandbox being GM driven. There just seems to be too much weigh being applied by people to the GM as storyteller in a sandbox campaign (when that is the very thing sandbox GMs are striving to avoid)
This is incorrect. While nothing is specifically created by the referee for the players as their characters. During the pre game and the campaign detailed locations and NPCs are created because of the players choices either for their characters or as their characters.
I cannot possibly be the only person to see an inherent contradiction in these two statements.
 
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I'd like to second @robertsconley's appreciation of @pemerton's post upthread which beautifully illustrated the differences between the playstyles.
I also appreciate @robertsconley's response with that example from his game.

My take is that part of the attempt to create a Living World game is that a certain amount of detail, logistical and otherwise is used to assist in creating that immersive experience (which is always being chased) at the table. This is just but one method in that attempt (others include, first-person speaking, props, visual and hearing aids etc). Given Robert's LARPing background it makes a lot of sense.

But just focusing on that Living World detail, for some this level of granularity engagement provides little to no return and may be considered an unnecessary time consumption, for others, it feeds into their immersive experience and they appreciate the slower pace.

I think games such as the ones run by @thefutilist and @pemerton see a faster return on character development since the focus of play is to prioritize the character tension, have them face this crucible (as its been referred to sometimes in this thread) and to answer those greater questions about self and ideals.
In Trad games these issues are certainly slower to materialise as the plausible content generated by the GM prioritises their vision of the setting rather than ensuring they create plausible content which ties to characters.

Coming from the Trad sandbox play background, I had this internal conflict that all I was doing was illusionism and thus put effort into creating a homebrew system to heighten Traits, Bonds, Ideals, Flaws for my game and injected some player facing techniques as I tried to lessen the impact of GM Decides/Adjudicates for the setting. But that is my personal journey.

There are pro's for a slower pace which don't always seem to be highlighted as we tend to focus on the negative. To give you 1 example from our attempt at our hybrid game last night

Party met with an eminent archmage of the underdark, the exiled drow from OotA for those that know the reference. At one point just after the formal introductions, the archmage extended his hand, prompting the party Artificer&Academic who has an ego of his own, to move forward in an attempt to shake it (player declaration) only for the archmage in the last moments to move his own arm to direct them towards the table and refreshments, leaving an awkward looking artificer with a 1/2 way extended hand in air, while the archmage turned to take a seat at the table head. It was a deliberate attempt and a show of dominance. Of course every other player at the table loved this scene, where their snooty aloof companion got up-classed.
In a slower form of roleplay you can create a greater amount of engaging scenes like this given the campaign pace.
And to be clear I'm not saying the above is not created in the Narrative games but playing through scenes at a glacial pace is more Living World than games which are concerned about framing.
But as there are pro's there are also cons with this style of play.
We know these cons as many of us have spoken about these over the years.

As always you find styles that are comfortable for you to run (at your best) and which work with your table/s.
 
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I cannot possibly be the only person to see an inherent contradiction in these two statements.
There's only a contradiction if you consider a location or an NPC to be a story.

In the statement above, both the people you're quoting seem to be using these things as a part of the backdrop from which a story will emerge via play, once the players begin interacting with it, so they can definitely be designed and detailed without storytelling.

That said, I'm sure you could find a lot of places where @Bedrockgames and @robertsconley acutally have said things that, when compared side-by-side, appear contradictory. They've both been quite clear that they do many things differently to each other, so I'm not sure why anyone would find it notable that sometimes they might not agree.
 

I cannot possibly be the only person to see an inherent contradiction in these two statements.
no? no contradiction seen here, the GM creates, defines and fleshes out the world as it would exist as the PCs encounter and prompt new parts of the world with their actions, but they do not do so as a storyteller, they avoid adding content solely because 'it would be really dramatic' or because 'it would be good for X's story if Y happened right about now'
 


Something else that occurred in our game last night, the party came across a drow word.
Now the understanding of this drow word, would help with an insight check later on, and out of the party members the surface elf and the orc were the only ones who understood elvish but not necessarily drow.

In any even, I made them make a standard Intelligence check but gave the elf an additional 1d6 for expertise (mechanising their race). Despite the 1d20+1d6+5 modifier for Intelligence the player of the orc rolled higher.

And this prompted me to use a technique from one of the narrative games I believe @EzekielRaiden mentioned long way upthread (although it may have been @hawkeyefan, my memory is rubbish) whereby you are allowed to ask the player to provide a reason for their high knowledge check and they get to flesh out some character background during play.
So I followed that advice, I asked the player of the orc, who is predominantly your hack-n-slash guy but is coming into his own, to give me a reason why his orc would understand the drow word.

He hadn't yet fleshed out his backstory like the others in the group, but this useful technique encouraged a player like him to at least put something on the page which was great for the table and for him. So thanks for that!
 

no? no contradiction seen here, the GM creates, defines and fleshes out the world as it would exist as the PCs encounter and prompt new parts of the world with their actions, but they do not do so as a storyteller, they avoid adding content solely because 'it would be really dramatic' or because 'it would be good for X's story if Y happened right about now'

I live in London. Lots of dramatic stuff happens here but if I go somewhere I (a) aren't going to encounter it (b) on the very small off chance I did, it's not going to be an adventure.

I'm not a particularly dramatic character. If I created a character that could be considered dramatic, say a police detective (or adventurer), then I am actually making decisions based on what's dramatic.

Even if I was a detective, I'm still not going to encounter dramatic stuff just walking down the street. No adventure hooks with star crossed lovers when I'm going to get my shopping. In fact such a world would be highly contrived in such a way that it produces the dramatic. In fact more contrived than the RPG worlds I play in where you don't stumble on anything that could be called an adventure hook.

On the second part, it would be good for the story, I don't do any of that because 'good for the story' can only mean I'm judging what's happening in contrast to other stories. Which means I'd be creating knock-off pastiche and not amateur art.
 

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