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A Question Of Agency?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8165948" data-attributes="member: 82106"><p>I might analogize this all a bit to a hexcrawl. There is a basic high level map of a 'wilderness area' and then the PCs move around in it, expending resources in different ways and choosing directions to go in (possibly informed by rumors, maps, clues, etc.) which satisfies their needs/goals. As they move across this landscape lower level details are filled in as-needed. Usually in a true sandbox there will be a few well-established 'lairs' or 'locations' where play shifts to a 'dungeon mode' of tactical exploration. I wouldn't try to draw too many parallels though. Classic hexcrawl/sandbox play virtually never involves any player input into what exists on the map. It is all either 'keyed' or randomly generated, or perhaps in a few cases extrapolated by the GM from previous events and findings.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8165948, member: 82106"] I might analogize this all a bit to a hexcrawl. There is a basic high level map of a 'wilderness area' and then the PCs move around in it, expending resources in different ways and choosing directions to go in (possibly informed by rumors, maps, clues, etc.) which satisfies their needs/goals. As they move across this landscape lower level details are filled in as-needed. Usually in a true sandbox there will be a few well-established 'lairs' or 'locations' where play shifts to a 'dungeon mode' of tactical exploration. I wouldn't try to draw too many parallels though. Classic hexcrawl/sandbox play virtually never involves any player input into what exists on the map. It is all either 'keyed' or randomly generated, or perhaps in a few cases extrapolated by the GM from previous events and findings. [/QUOTE]
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