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Character play vs Player play
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<blockquote data-quote="FormerlyHemlock" data-source="post: 6611268" data-attributes="member: 6787650"><p>You misunderstand me, sir. In a context where we're talking about having multiple unresolved mysteries in play simultaneously, of COURSE you're only going to hear about DM-generated content. Players don't make mysteries for themselves. The goblin orphanage started by the dragonborn PC won't get mentioned. Furthermore, you're assuming particular resolutions to those mysteries--like I'm expecting the PCs to tackle the illithid cultists in a particular way, or even at all. Nope.</p><p></p><p>At a meta level, all I've done is plant enough conflicts to give the PCs 20+ levels of experience and come out of it feeling like heroes instead of murderbots. There are bad guys they can engage with, and if they don't the bad guys will do bad things. I agree with you that player agency is the hallmark of a sandbox, and player agency is in fact my #1 priority. The campaign is not linear, nor even a collection of linear plots. It's just a collection of various bad guys doing bad things, and the PCs mostly ignoring those bad guys and going off the edge of the map so I extrapolate more bad guys there. And no, it's not really a ton of work. Maybe half an hour of prep time per week, plus thinking about things while driving and such.</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 6611268, member: 6787650"] You misunderstand me, sir. In a context where we're talking about having multiple unresolved mysteries in play simultaneously, of COURSE you're only going to hear about DM-generated content. Players don't make mysteries for themselves. The goblin orphanage started by the dragonborn PC won't get mentioned. Furthermore, you're assuming particular resolutions to those mysteries--like I'm expecting the PCs to tackle the illithid cultists in a particular way, or even at all. Nope. At a meta level, all I've done is plant enough conflicts to give the PCs 20+ levels of experience and come out of it feeling like heroes instead of murderbots. There are bad guys they can engage with, and if they don't the bad guys will do bad things. I agree with you that player agency is the hallmark of a sandbox, and player agency is in fact my #1 priority. The campaign is not linear, nor even a collection of linear plots. It's just a collection of various bad guys doing bad things, and the PCs mostly ignoring those bad guys and going off the edge of the map so I extrapolate more bad guys there. And no, it's not really a ton of work. Maybe half an hour of prep time per week, plus thinking about things while driving and such. [/QUOTE]
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