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A Question Of Agency?
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<blockquote data-quote="FrogReaver" data-source="post: 8167581" data-attributes="member: 6795602"><p>Right. I wasn't trying to claim you were being inconsistent.</p><p></p><p></p><p>Right. I understand many sandboxes are played in such a way where the "right" solution is the solution which gets them the most XP or loot for minimal losses.</p><p></p><p>But the particular subset of sandboxes I keep coming back to isn't played that way, or at least doesn't have to be. The players decide their own goals. That goal can be "XP and loot for minimal losses" or it could be "help the ghosts in the forest because it's the right thing to do" or "ghosts suck, lets get the heck out of this haunted forest and continue on our merry way to wherever we were going before this."</p><p></p><p>Encountering ghosts like you describe isn't something I personally would have preplanned for any particular forest. It would most likely come up either from a random encounter roll or fiat. Not that there's anything wrong having it tied to a particular map location. That's just not my style.</p><p></p><p></p><p></p><p></p><p>Right. The more you talk about your play and mine the less I think there's some huge divide in how our games function in practice. I mean there is a huge divide between us on preferences for meta mechanics and also on preference for action resolution mechanics. But how you describe the actual play of meeting the ghosts in the forest and not treating them as some obstacle to treasure, that's totally part of the kinds of sandboxes I'm talking about.</p><p></p><p>I guess I should note that I'm not a huge fan of XP only being obtained for killing monsters. So I award XP more for what's accomplished in play instead of just killing monsters. Mostly ensures players know they will be able to level even if they don't murder hobo everything in sight - which helps most get over the kill everything mindset.</p></blockquote><p></p>
[QUOTE="FrogReaver, post: 8167581, member: 6795602"] Right. I wasn't trying to claim you were being inconsistent. Right. I understand many sandboxes are played in such a way where the "right" solution is the solution which gets them the most XP or loot for minimal losses. But the particular subset of sandboxes I keep coming back to isn't played that way, or at least doesn't have to be. The players decide their own goals. That goal can be "XP and loot for minimal losses" or it could be "help the ghosts in the forest because it's the right thing to do" or "ghosts suck, lets get the heck out of this haunted forest and continue on our merry way to wherever we were going before this." Encountering ghosts like you describe isn't something I personally would have preplanned for any particular forest. It would most likely come up either from a random encounter roll or fiat. Not that there's anything wrong having it tied to a particular map location. That's just not my style. Right. The more you talk about your play and mine the less I think there's some huge divide in how our games function in practice. I mean there is a huge divide between us on preferences for meta mechanics and also on preference for action resolution mechanics. But how you describe the actual play of meeting the ghosts in the forest and not treating them as some obstacle to treasure, that's totally part of the kinds of sandboxes I'm talking about. I guess I should note that I'm not a huge fan of XP only being obtained for killing monsters. So I award XP more for what's accomplished in play instead of just killing monsters. Mostly ensures players know they will be able to level even if they don't murder hobo everything in sight - which helps most get over the kill everything mindset. [/QUOTE]
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