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*Dungeons & Dragons
Character play vs Player play
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<blockquote data-quote="Zak S" data-source="post: 6609677" data-attributes="member: 90370"><p>When the players can't go "<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> all your hooks" and do something else it is _less_ of a sandbox but not necessarily <em>not</em> a sandbox..</p><p></p><p>For example this:</p><p>"</p><p>"Over the course of the afternoon, you wrack your brains to come up with a new lead or a new angle on the problem, but nothing comes to mind and you're afraid you might have to file this under Unsolved Mysteries for now.</p><p>"</p><p></p><p>…is a "choker" technique that objectively makes play less sandboxy...</p><p></p><p>A way to do this that'd be more sandbox is simple, have a consequence of a thing they did or did not do earlier bite them on the butt during the investigation. If it's a thing they did do, that's player driven, if it's a ting they didn't do but could've that's less player driven but still arguably player driven, if it's a thing they could've done nothing about that's not player-driven.</p><p></p><p>All kinds of RPG have constraints and sandbox is really more of a scale than a yes/no:</p><p></p><p><a href="http://dndwithpornstars.blogspot.com/2010/05/chokers-and-chandlers.html" target="_blank">http://dndwithpornstars.blogspot.com/2010/05/chokers-and-chandlers.html</a></p><p></p><p>…as soon as you introduce even one NPC who has a mind of their own and use them that way, you introduce the POSSIBILITY of it not being wholly sandbox anymore (especially when "ending the world" becomes a thing an NPC can do if not dealt with), but it's really much more of a gradient.</p><p></p><p>That article lays out Total Railroad and Total Sandbox and everything in between (I think).</p></blockquote><p></p>
[QUOTE="Zak S, post: 6609677, member: 90370"] When the players can't go ":):):):) all your hooks" and do something else it is _less_ of a sandbox but not necessarily [I]not[/I] a sandbox.. For example this: " "Over the course of the afternoon, you wrack your brains to come up with a new lead or a new angle on the problem, but nothing comes to mind and you're afraid you might have to file this under Unsolved Mysteries for now. " …is a "choker" technique that objectively makes play less sandboxy... A way to do this that'd be more sandbox is simple, have a consequence of a thing they did or did not do earlier bite them on the butt during the investigation. If it's a thing they did do, that's player driven, if it's a ting they didn't do but could've that's less player driven but still arguably player driven, if it's a thing they could've done nothing about that's not player-driven. All kinds of RPG have constraints and sandbox is really more of a scale than a yes/no: [URL]http://dndwithpornstars.blogspot.com/2010/05/chokers-and-chandlers.html[/URL] …as soon as you introduce even one NPC who has a mind of their own and use them that way, you introduce the POSSIBILITY of it not being wholly sandbox anymore (especially when "ending the world" becomes a thing an NPC can do if not dealt with), but it's really much more of a gradient. That article lays out Total Railroad and Total Sandbox and everything in between (I think). [/QUOTE]
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