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<blockquote data-quote="Guest&nbsp; 85555" data-source="post: 8166397"><p>Yes I would. And I think those kinds of sandboxes are fine, I wouldn't knock them, because sandboxes are hard to run and hard to prep. Some people have called those subway station campaigns (because it isn't a railroad, but it is more like a series of adventures and adventure paths you can select from). I think subway is pejorative though, and probably misses a lot of the nuance that crops up in them. I think a very important factor to consider in the kind of campaign I run, is the presence of factions and live NPCs. If it was just a bunch of potential adventure locations, then the options would indeed be a lot more limited, but the direction the campaign can take when you have players interacting with factions and NPCs, really opens up the world. </p><p></p><p>I also think sandboxes are a structure people should experiment with. I think it is a great style to play in, but it is one with a reputation for being difficult to run, and having a higher possibility of being aimless on the player side. So there should be different kinds of sandbox. My Drama+Sandbox for example that I talk about in Ogre Gate, is not a pure sandbox. That concept would bother a lot of people in OSR circles. However I did try to do it in a way I felt would be tolerable to that crowd. One way I did this was by making fate a real force in the setting. </p><p></p><p>Also, I don't just run sandboxes. I ran several very long wuxia sandboxes in a row, and realized I just wanted to go back to players hunting monsters and investigating mysteries for a little while, so did a monster of the week type game. Sandbox is great, but it isn't the only structure out there. I quite like investigations with a 'ticking time bomb' in them. I like situational character driven adventures, and I like monster hunts.</p></blockquote><p></p>
[QUOTE="Guest 85555, post: 8166397"] Yes I would. And I think those kinds of sandboxes are fine, I wouldn't knock them, because sandboxes are hard to run and hard to prep. Some people have called those subway station campaigns (because it isn't a railroad, but it is more like a series of adventures and adventure paths you can select from). I think subway is pejorative though, and probably misses a lot of the nuance that crops up in them. I think a very important factor to consider in the kind of campaign I run, is the presence of factions and live NPCs. If it was just a bunch of potential adventure locations, then the options would indeed be a lot more limited, but the direction the campaign can take when you have players interacting with factions and NPCs, really opens up the world. I also think sandboxes are a structure people should experiment with. I think it is a great style to play in, but it is one with a reputation for being difficult to run, and having a higher possibility of being aimless on the player side. So there should be different kinds of sandbox. My Drama+Sandbox for example that I talk about in Ogre Gate, is not a pure sandbox. That concept would bother a lot of people in OSR circles. However I did try to do it in a way I felt would be tolerable to that crowd. One way I did this was by making fate a real force in the setting. Also, I don't just run sandboxes. I ran several very long wuxia sandboxes in a row, and realized I just wanted to go back to players hunting monsters and investigating mysteries for a little while, so did a monster of the week type game. Sandbox is great, but it isn't the only structure out there. I quite like investigations with a 'ticking time bomb' in them. I like situational character driven adventures, and I like monster hunts. [/QUOTE]
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