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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="Grogg of the North" data-source="post: 8221674" data-attributes="member: 6682960"><p>Nothing like joining the discussion late. </p><p></p><p>I prefer the Party Method [USER=1]@Morrus[/USER] described, so long as it makes sense. If I walk outside of a town and am immediately surrounded by a bubble of 12th level encounters, it yanks me out of the game. How do the farmers survive? You described farmlands outside the town walls, GM! Explain!</p><p></p><p>I think the best way I've heard it explained is like this:</p><ul> <li data-xf-list-type="ul">The farmer goes out into the woods to gather firewood. The goblins see the farmer and think "This guy has nothing worth taking." and ignore him. The farmer goes home safely. </li> <li data-xf-list-type="ul">The low level adventurers go into the forest. The goblins think, "Yeah, lets take their stuff!" and the party has an encounter with goblins.</li> <li data-xf-list-type="ul">The high level adventurers go into the forest. The goblins see them and think "Those guys are terrifying!" and hide. The party misses the goblins and later that day finds the lair of a green dragon. </li> </ul><p>I have, unfortunately, played in too many sandboxes where the group has wandered into a biome only to be greeted by threats beyond our abilities to deal with; often with no warning beforehand. It all feels too MMO to me. Like I wandered out of the starting area into another zone by mistake and the monsters are all one shotting me. (Oh look, a blue slime. I've never seen one of those before. What? I died?!)</p><p></p><p>I think part of the issue may be where different players and GMs draw inspiration from. If you are drawing inspiration from fiction where the heroes don't give up in the face of death; where the heroes often survive despite of the odds, and other individuals at your table are not on the same page as you that can cause problems. Communication is key regardless of the type of game you are running.</p></blockquote><p></p>
[QUOTE="Grogg of the North, post: 8221674, member: 6682960"] Nothing like joining the discussion late. I prefer the Party Method [USER=1]@Morrus[/USER] described, so long as it makes sense. If I walk outside of a town and am immediately surrounded by a bubble of 12th level encounters, it yanks me out of the game. How do the farmers survive? You described farmlands outside the town walls, GM! Explain! I think the best way I've heard it explained is like this: [LIST] [*]The farmer goes out into the woods to gather firewood. The goblins see the farmer and think "This guy has nothing worth taking." and ignore him. The farmer goes home safely. [*]The low level adventurers go into the forest. The goblins think, "Yeah, lets take their stuff!" and the party has an encounter with goblins. [*]The high level adventurers go into the forest. The goblins see them and think "Those guys are terrifying!" and hide. The party misses the goblins and later that day finds the lair of a green dragon. [/LIST] I have, unfortunately, played in too many sandboxes where the group has wandered into a biome only to be greeted by threats beyond our abilities to deal with; often with no warning beforehand. It all feels too MMO to me. Like I wandered out of the starting area into another zone by mistake and the monsters are all one shotting me. (Oh look, a blue slime. I've never seen one of those before. What? I died?!) I think part of the issue may be where different players and GMs draw inspiration from. If you are drawing inspiration from fiction where the heroes don't give up in the face of death; where the heroes often survive despite of the odds, and other individuals at your table are not on the same page as you that can cause problems. Communication is key regardless of the type of game you are running. [/QUOTE]
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