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<blockquote data-quote="Guest&nbsp; 85555" data-source="post: 8166428"><p>And I think that is all good. I was very pleased to see sandbox and old school stuff getting more love at Story-Games.com. I stopped seeing this as a zero sum game along time ago. It is also why I keep mentioning Hillfolk, because immersion has always been important to me, and I developed this idea that if I broke the line between my character and the world, my immersion would break as well, but I found HIllfolk incredibly immersive (and that is the kind of game where you can narrative stuff into being, and everything is structured around scenes where each character wants something). Also, just thinking back, I loved games like TORG with the dramadeck, and Hong Kong Action Theatre! was probably the biggest martial arts RPG influence on me of any game (and in that one, you basically play an actor getting roles in martial arts movies ---the movies are the adventures, but they are understood to be films). So I have been a big point of opening my mind about this stuff and just focusing on what works at the table. So while I am happy to defend sandbox and OSR style games, those aren't the only kinds of games I want to play. And the bottom line, even in a given style is what's fun and what keeps the game alive. If I have a list of criteria for a good sandbox, and all those criteria are checked off, but people are bored or not engaged, I got to do something different. If you are trying to maintain a years long campaign, you can't just rigidly adhere to an ideology. You have to be flexible and willing to see if some principle you are operating by doesn't always work once in a while (which might mean throwing in an unusual mechanic or adventure structure once in a while---if only to mix things up).</p></blockquote><p></p>
[QUOTE="Guest 85555, post: 8166428"] And I think that is all good. I was very pleased to see sandbox and old school stuff getting more love at Story-Games.com. I stopped seeing this as a zero sum game along time ago. It is also why I keep mentioning Hillfolk, because immersion has always been important to me, and I developed this idea that if I broke the line between my character and the world, my immersion would break as well, but I found HIllfolk incredibly immersive (and that is the kind of game where you can narrative stuff into being, and everything is structured around scenes where each character wants something). Also, just thinking back, I loved games like TORG with the dramadeck, and Hong Kong Action Theatre! was probably the biggest martial arts RPG influence on me of any game (and in that one, you basically play an actor getting roles in martial arts movies ---the movies are the adventures, but they are understood to be films). So I have been a big point of opening my mind about this stuff and just focusing on what works at the table. So while I am happy to defend sandbox and OSR style games, those aren't the only kinds of games I want to play. And the bottom line, even in a given style is what's fun and what keeps the game alive. If I have a list of criteria for a good sandbox, and all those criteria are checked off, but people are bored or not engaged, I got to do something different. If you are trying to maintain a years long campaign, you can't just rigidly adhere to an ideology. You have to be flexible and willing to see if some principle you are operating by doesn't always work once in a while (which might mean throwing in an unusual mechanic or adventure structure once in a while---if only to mix things up). [/QUOTE]
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