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A Question Of Agency?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8163578" data-attributes="member: 82106"><p>I'm a 'bit' confused about what your definition of 'sandbox' is then...</p><p></p><p>A sandbox, to use the term in its purest meaning, is a setting in which some number of different 'engageable resources' exist, but in which the structure of the game doesn't apply ANY force whatsoever in terms of pushing the players to choose which ones to interact with. However, hints can be given, maps, information, rumors, etc. These are simply forms of intelligence which the party can gather, or which might fall into their hands over time in order to reveal the existing/location of these resources. This is the ideal of course. The players simply choose from the 'smorgasbord' of options, or perhaps simply blunder around the landscape hoping to fall into something. </p><p></p><p>However, there is no sense in which player agendas cannot or will not produce 'quests', they most certainly will! Players will evolve intentions, maybe as basic as "find the fabled Vorpal Sword of Snikersnak" and then go looking for it. Clearly this would arise after some sort of information is provided by the GM as to the possibility of success. The actual impetus however is coming from a player.</p><p></p><p>OTOH there are certainly sandboxes with meta-plot as well. They are simply 'time varying maps' in essence. However, because of the inevitable progression of the plot they will generate impetus which often doesn't originate in the players. These would be more like the 'side quests' [USER=6696971]@Manbearcat[/USER] is talking about. Often meta-plot is also set in motion, sort of like a 'landslide' by whatever the PCs did. They attack the orcs, the orcs declare war, the PCs must find the tomb of Sir Snikersnak if they are going to avoid getting the town destroyed (and its inhabitants are keen to see them hang for that). This is all likely fare in what originates as even the most pure sandbox.</p><p></p><p>The point is, there is often stuff the PCs cannot do, must do, should do, etc. even in a pure sandbox. While it is possible to simply ignore all such possibilities, I would call the result exactly what MBC terms "Rowboat World" a very shallow but extensive environment in which all that exists are some challenges to find and solve. Nothing ever changes, nothing progresses, there's no real 'meaning' to anything beyond its tactical significance, etc.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8163578, member: 82106"] I'm a 'bit' confused about what your definition of 'sandbox' is then... A sandbox, to use the term in its purest meaning, is a setting in which some number of different 'engageable resources' exist, but in which the structure of the game doesn't apply ANY force whatsoever in terms of pushing the players to choose which ones to interact with. However, hints can be given, maps, information, rumors, etc. These are simply forms of intelligence which the party can gather, or which might fall into their hands over time in order to reveal the existing/location of these resources. This is the ideal of course. The players simply choose from the 'smorgasbord' of options, or perhaps simply blunder around the landscape hoping to fall into something. However, there is no sense in which player agendas cannot or will not produce 'quests', they most certainly will! Players will evolve intentions, maybe as basic as "find the fabled Vorpal Sword of Snikersnak" and then go looking for it. Clearly this would arise after some sort of information is provided by the GM as to the possibility of success. The actual impetus however is coming from a player. OTOH there are certainly sandboxes with meta-plot as well. They are simply 'time varying maps' in essence. However, because of the inevitable progression of the plot they will generate impetus which often doesn't originate in the players. These would be more like the 'side quests' [USER=6696971]@Manbearcat[/USER] is talking about. Often meta-plot is also set in motion, sort of like a 'landslide' by whatever the PCs did. They attack the orcs, the orcs declare war, the PCs must find the tomb of Sir Snikersnak if they are going to avoid getting the town destroyed (and its inhabitants are keen to see them hang for that). This is all likely fare in what originates as even the most pure sandbox. The point is, there is often stuff the PCs cannot do, must do, should do, etc. even in a pure sandbox. While it is possible to simply ignore all such possibilities, I would call the result exactly what MBC terms "Rowboat World" a very shallow but extensive environment in which all that exists are some challenges to find and solve. Nothing ever changes, nothing progresses, there's no real 'meaning' to anything beyond its tactical significance, etc. [/QUOTE]
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