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DMG 2024: Is The Sandbox Campaign Dead?
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<blockquote data-quote="victordoom" data-source="post: 9561138" data-attributes="member: 1765"><p style="margin-left: 20px"> I would say this, having ran sandbox games I think the Greyhawk section is a good start. While random generator lists, more detailed information, and advice would have required too much space for many modern and new DMs. To me you would need a campaign book (that is how I used them anyways) or a DM advice book. Something like the Lazy DM series of books (which are great) by <a href="https://www.amazon.com/Michael-Shea/e/B00ASO8370/ref=dp_byline_cont_book_1" target="_blank">Michael Shea</a> . I have been playing since 1980 with the same group and while I will say we prefer <strong>sandbox like</strong> games , we occasionally need a push or maybe get on short railroad trip to get us going or in a particular direction. It requires a willing DM who has the time to do the work ( and it is more work than running published adventures or campaigns), players who can recognize how to make it easier on said DM. It really requires a great group willing to to do the work. I also think it requires more information and advice than they could provide in the DM's guide, without bloating it.</p> <p style="margin-left: 20px"> What is strange about a sandbox game is that we were playing it organically before we ever heard of such a term. We played modules but usually they were one offs with different characters. I ran one in the Forgotten Realms and my friend ran one in his own world. I changed so much of the Forgotten Realms, outside of using Volo's guides for the North and Waterdeep I just used names and maps! One campaign started in the Dalelands and I made of most of that and what was in Myth Drannor. My friend had his own world which means he had to do even more work. I remember when we first saw the term we thought that was how you played by default. And even playing as long as we had we still would run into points when we found ourselves floundering for direction as what should we do now. Often times we would pause and start playing Marvel (FASERIP), West End's Star Wars, Champions, V&V, Call of <em>Cthulhu, </em>Gamma World, Boothill, or Top Secrete. Play that for a while and jump back into D&D, refreshed. </p> <p style="margin-left: 20px"> My point is you really need a separate book to really give Sandbox a proper explanation for new DMs and players. We kind of played it by default as we didn't access to a lot of the modules most stores we had mostly sold boxed sets or hardbacks only. Now players have much more access to stuff and they are steered to published materials and that is fine and probably easier than Sandboxing.</p></blockquote><p></p>
[QUOTE="victordoom, post: 9561138, member: 1765"] [INDENT] I would say this, having ran sandbox games I think the Greyhawk section is a good start. While random generator lists, more detailed information, and advice would have required too much space for many modern and new DMs. To me you would need a campaign book (that is how I used them anyways) or a DM advice book. Something like the Lazy DM series of books (which are great) by [URL='https://www.amazon.com/Michael-Shea/e/B00ASO8370/ref=dp_byline_cont_book_1']Michael Shea[/URL] . I have been playing since 1980 with the same group and while I will say we prefer [B]sandbox like[/B] games , we occasionally need a push or maybe get on short railroad trip to get us going or in a particular direction. It requires a willing DM who has the time to do the work ( and it is more work than running published adventures or campaigns), players who can recognize how to make it easier on said DM. It really requires a great group willing to to do the work. I also think it requires more information and advice than they could provide in the DM's guide, without bloating it.[/INDENT] [INDENT] What is strange about a sandbox game is that we were playing it organically before we ever heard of such a term. We played modules but usually they were one offs with different characters. I ran one in the Forgotten Realms and my friend ran one in his own world. I changed so much of the Forgotten Realms, outside of using Volo's guides for the North and Waterdeep I just used names and maps! One campaign started in the Dalelands and I made of most of that and what was in Myth Drannor. My friend had his own world which means he had to do even more work. I remember when we first saw the term we thought that was how you played by default. And even playing as long as we had we still would run into points when we found ourselves floundering for direction as what should we do now. Often times we would pause and start playing Marvel (FASERIP), West End's Star Wars, Champions, V&V, Call of [I]Cthulhu, [/I]Gamma World, Boothill, or Top Secrete. Play that for a while and jump back into D&D, refreshed. [/INDENT] [INDENT] My point is you really need a separate book to really give Sandbox a proper explanation for new DMs and players. We kind of played it by default as we didn't access to a lot of the modules most stores we had mostly sold boxed sets or hardbacks only. Now players have much more access to stuff and they are steered to published materials and that is fine and probably easier than Sandboxing.[/INDENT] [/QUOTE]
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