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<blockquote data-quote="PeterWeller" data-source="post: 3900138" data-attributes="member: 55795"><p>KC, I think many sandbox-y campaigns run the way you described. Often, in my experience, players like a focused beginning to establish the party's relationship, followed by spending a period sandboxing it up, developing their characters and the world, followed by a period where they resolve some large crisis established or pointed to during their period spent in the sand box.</p><p></p><p>RC & Merric, I think your difference is based in two different, but not necessarily exclusive, views of what a sand box is (echoes of Hussar's and my argument <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> ). RC, your view seems to focus on the overall campaign idea where player goals define a sand box. Merric, your view looks like it's based in an adventure environment view. I think you're both right in your own regards, which is why I think we should start making a distinction between sandbox adventures and sandbox campaigns. The former, I believe, are characterized by having a large (relatively) environment with many possible choices and interactions for the players to explore. Because it needs and ending of sorts, a sand box adventure still might have to resort to establishing a goal or two that the players have to accomplish to complete it. Sand box campaigns, on the other hand, are defined by placing the players' goals in priority over almost all other considerations (fun being the most notable exception) and providing an expanding and developing environment in which those goals can develop.</p></blockquote><p></p>
[QUOTE="PeterWeller, post: 3900138, member: 55795"] KC, I think many sandbox-y campaigns run the way you described. Often, in my experience, players like a focused beginning to establish the party's relationship, followed by spending a period sandboxing it up, developing their characters and the world, followed by a period where they resolve some large crisis established or pointed to during their period spent in the sand box. RC & Merric, I think your difference is based in two different, but not necessarily exclusive, views of what a sand box is (echoes of Hussar's and my argument :) ). RC, your view seems to focus on the overall campaign idea where player goals define a sand box. Merric, your view looks like it's based in an adventure environment view. I think you're both right in your own regards, which is why I think we should start making a distinction between sandbox adventures and sandbox campaigns. The former, I believe, are characterized by having a large (relatively) environment with many possible choices and interactions for the players to explore. Because it needs and ending of sorts, a sand box adventure still might have to resort to establishing a goal or two that the players have to accomplish to complete it. Sand box campaigns, on the other hand, are defined by placing the players' goals in priority over almost all other considerations (fun being the most notable exception) and providing an expanding and developing environment in which those goals can develop. [/QUOTE]
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