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A Question Of Agency?
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<blockquote data-quote="FrogReaver" data-source="post: 8167872" data-attributes="member: 6795602"><p>Their characterization of their character? In a sandbox, I convey important world information to them. I place interesting situations in front of them. They decide whether they want to engage a particular situation and if so how they want to engage. I have the NPC's react to them and whatever they accomplish may or may not affect how the world progresses from there.</p><p></p><p></p><p>That may be their goal right now. But they may change goals anytime. It's not enough to just put a map out there with treasures and treasure locations in this style. And to make that contrast clear, that's the exact kind of sandbox I dislike. Put me on an adventure path over that anyday. </p><p></p><p>A map is important as some sense of where places and people are can be important - especially when the players are up against a clock as the physical distances between these places often limit what can be done quickly enough.</p><p></p><p></p><p></p><p></p><p></p><p>It would be more like, here's your hometown, here's the dwarves territory, here's the elves territory, here's the halflings territory etc. Here's the portal to the plane of fire. Here's some ancient ruins. Etc. But what drives the world isn't the players going to a specific location on the map. There are events transpiring in the world even if the players sit still.</p><p></p><p></p><p>Sure</p><p></p><p></p><p>Kind of but not necessarily. The focus is not as much the locations as events.</p><p></p><p></p><p>It depends on the specific campaign. Sometimes it's you are on the frontier so explore. Sometimes the world is already established so the players know where most things are and you are mostly dealing with factions/tribes/and people within the explored setting. And even in the frontier scenario, it eventually leads to an established world where you are dealing with such things.</p><p></p><p></p><p>Nothing. I tell them about the world and the people and places in it.</p></blockquote><p></p>
[QUOTE="FrogReaver, post: 8167872, member: 6795602"] Their characterization of their character? In a sandbox, I convey important world information to them. I place interesting situations in front of them. They decide whether they want to engage a particular situation and if so how they want to engage. I have the NPC's react to them and whatever they accomplish may or may not affect how the world progresses from there. That may be their goal right now. But they may change goals anytime. It's not enough to just put a map out there with treasures and treasure locations in this style. And to make that contrast clear, that's the exact kind of sandbox I dislike. Put me on an adventure path over that anyday. A map is important as some sense of where places and people are can be important - especially when the players are up against a clock as the physical distances between these places often limit what can be done quickly enough. It would be more like, here's your hometown, here's the dwarves territory, here's the elves territory, here's the halflings territory etc. Here's the portal to the plane of fire. Here's some ancient ruins. Etc. But what drives the world isn't the players going to a specific location on the map. There are events transpiring in the world even if the players sit still. Sure Kind of but not necessarily. The focus is not as much the locations as events. It depends on the specific campaign. Sometimes it's you are on the frontier so explore. Sometimes the world is already established so the players know where most things are and you are mostly dealing with factions/tribes/and people within the explored setting. And even in the frontier scenario, it eventually leads to an established world where you are dealing with such things. Nothing. I tell them about the world and the people and places in it. [/QUOTE]
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