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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="Doctor Futurity" data-source="post: 8223905" data-attributes="member: 10738"><p>I voted sandbox, but then realized the poll is confusing two options that are not related to one another. Sandbox can just mean you have a layout of encounters and locations that can be encountered in any order, but it doesn't prevent the GM from scaling those encounters to work for the party (and arguably, the current most popular iterations of the game discourage the GM/DM from not trying to keep encounters at least nominally balanced around the PC power level). </p><p></p><p>I think when most people think sandbox they really mean, "freedom to roam, without hidden strings, even if there are consequences," which few can disagree with. But in my forty odd years of gaming I have never actually seen a campaign that actually functioned like this in that exact way....even those who create wide open worlds in which to let the players roam about end up providing some form of direction (even if in response to the players), some form of consistency in the mechanical elements (such as avoiding untimely lethal encounters) in the name of a good time.</p></blockquote><p></p>
[QUOTE="Doctor Futurity, post: 8223905, member: 10738"] I voted sandbox, but then realized the poll is confusing two options that are not related to one another. Sandbox can just mean you have a layout of encounters and locations that can be encountered in any order, but it doesn't prevent the GM from scaling those encounters to work for the party (and arguably, the current most popular iterations of the game discourage the GM/DM from not trying to keep encounters at least nominally balanced around the PC power level). I think when most people think sandbox they really mean, "freedom to roam, without hidden strings, even if there are consequences," which few can disagree with. But in my forty odd years of gaming I have never actually seen a campaign that actually functioned like this in that exact way....even those who create wide open worlds in which to let the players roam about end up providing some form of direction (even if in response to the players), some form of consistency in the mechanical elements (such as avoiding untimely lethal encounters) in the name of a good time. [/QUOTE]
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Do You Prefer Sandbox or Party Level Areas In Your Game World?
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