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DMG 2024: Is The Sandbox Campaign Dead?
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<blockquote data-quote="Oofta" data-source="post: 9556154" data-attributes="member: 6801845"><p>I think true sandboxes are a rare campaign style. I can't really describe my campaign as a sandbox because while it evolves as encounters are resolved one way or another and change direction based on player decisions, I do have broad directions and goals for the campaign. Those directions and goals can and frequently do change based on what happens during play and what the players express interest in, but there's always at least one plot hook leading forward. In addition, true sandboxes that I've played in can become boring. There was a lack of motivation or direction to keep moving forward in games, a lack of interesting goals for us to pursue. </p><p></p><p>Meanwhile there is no clear definition of different styles of campaign and the differences between styles is fuzzy. Last I remember reading, roughly half of the games run are homebrew campaigns. But would my campaign qualify as a sandbox or not? How do you describe Critical Role where there are multiple paths the group can take to get to a specific goal? Heck if I know. There are enumerable ways of running campaigns including those that switch from one style to the next as the game progresses, or like mine where the players choose a direction for the next chapter of the campaign and for a little bit we're on a somewhat linear path.</p><p></p><p>But just because the DMG only talks about one style of game that works best for beginners, it means nothing about what kind of homebrew campaign people will run. There were complaints about the 2014 DMG being too wishy-washy and not giving clear direction for newbies. Now people are complaining about having concrete direction for newbies. Once again, WotC can't win.</p></blockquote><p></p>
[QUOTE="Oofta, post: 9556154, member: 6801845"] I think true sandboxes are a rare campaign style. I can't really describe my campaign as a sandbox because while it evolves as encounters are resolved one way or another and change direction based on player decisions, I do have broad directions and goals for the campaign. Those directions and goals can and frequently do change based on what happens during play and what the players express interest in, but there's always at least one plot hook leading forward. In addition, true sandboxes that I've played in can become boring. There was a lack of motivation or direction to keep moving forward in games, a lack of interesting goals for us to pursue. Meanwhile there is no clear definition of different styles of campaign and the differences between styles is fuzzy. Last I remember reading, roughly half of the games run are homebrew campaigns. But would my campaign qualify as a sandbox or not? How do you describe Critical Role where there are multiple paths the group can take to get to a specific goal? Heck if I know. There are enumerable ways of running campaigns including those that switch from one style to the next as the game progresses, or like mine where the players choose a direction for the next chapter of the campaign and for a little bit we're on a somewhat linear path. But just because the DMG only talks about one style of game that works best for beginners, it means nothing about what kind of homebrew campaign people will run. There were complaints about the 2014 DMG being too wishy-washy and not giving clear direction for newbies. Now people are complaining about having concrete direction for newbies. Once again, WotC can't win. [/QUOTE]
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DMG 2024: Is The Sandbox Campaign Dead?
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