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General Tabletop Discussion
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Do You Prefer Sandbox or Party Level Areas In Your Game World?
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<blockquote data-quote="iserith" data-source="post: 8220888" data-attributes="member: 97077"><p>For my part, the boundaries of what we're playing in a given adventure or campaign are laid out and agreed to in Session 0. For my current hex crawl, by way of example, the players know that leaving the map is simply out of bounds for this game. It's not railroading since they agreed to these parameters. If they go outside the map, they are breaking an agreement they made. The map is visible to all, so they can't accidentally wander off it. (Unexplored hexes are blacked out.)</p><p></p><p>Now, if I didn't set down those boundaries before play, I'd be on the hook to improvise since I have not prepped anything outside of the hexcrawl area. That said, I can totally do this and it would still be fun! It would not be as easy as relying on my prep (because D&D), but I've honed those skills over a long period of time purposefully.</p><p></p><p>As well, the world outside of the hexcrawl map has been referenced during play both by myself and the players already just by way of improvising with each other, so there's already some "prep" that's been done. That's one of the advantages of improvising - whatever is established during play is now canon, provided it doesn't contradict something that was previously established and is within the agreed-upon genre expectations. We're on session 4 this Friday. By the time we get to session 8, I guarantee there would be sufficient content for me to improvise entire games outside of the hexcrawl area if I wanted to. Six brains working in sync at the table will produce it organically just by playing.</p></blockquote><p></p>
[QUOTE="iserith, post: 8220888, member: 97077"] For my part, the boundaries of what we're playing in a given adventure or campaign are laid out and agreed to in Session 0. For my current hex crawl, by way of example, the players know that leaving the map is simply out of bounds for this game. It's not railroading since they agreed to these parameters. If they go outside the map, they are breaking an agreement they made. The map is visible to all, so they can't accidentally wander off it. (Unexplored hexes are blacked out.) Now, if I didn't set down those boundaries before play, I'd be on the hook to improvise since I have not prepped anything outside of the hexcrawl area. That said, I can totally do this and it would still be fun! It would not be as easy as relying on my prep (because D&D), but I've honed those skills over a long period of time purposefully. As well, the world outside of the hexcrawl map has been referenced during play both by myself and the players already just by way of improvising with each other, so there's already some "prep" that's been done. That's one of the advantages of improvising - whatever is established during play is now canon, provided it doesn't contradict something that was previously established and is within the agreed-upon genre expectations. We're on session 4 this Friday. By the time we get to session 8, I guarantee there would be sufficient content for me to improvise entire games outside of the hexcrawl area if I wanted to. Six brains working in sync at the table will produce it organically just by playing. [/QUOTE]
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