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Does 4e limit the scope of campaigns?
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<blockquote data-quote="Wik" data-source="post: 4681038" data-attributes="member: 40177"><p>That, of course, is the difference between a matrix/open campaign and a true sandbox. You are entirely right. What I was reacting to, though, was this:</p><p></p><p></p><p></p><p>When the GM has that mindset, it cannot really be a sandbox. It can be a fun game, no doubt at all in my mind there, but it cannot be a sandbox. </p><p></p><p>The rest of my post was just pointing out my opinions on sandbox play. </p><p></p><p>I should define my vocab here, because the 1e DSG is now very, very old for a book (it's only a few years younger than I am!). </p><p></p><p>A Matrix Game is one in which the PCs are given a plot, and there are multiple paths they can follow (usually predetermined by the GM). Each path adds something towards the plot, and may give a bonus on other paths to be pursued later. Essentially, it's a plot-based game that is very fluid in design. An example would be the PCs having to stop the slavers - they could ally with the orcs, they could explore the slavers' lair, or they could set up a defense of their hometown. If they set up the defence, different things will happen to them than if they had allied with the orcs... but, at some point, they'll tackle other goals in a semi-open setting.</p><p></p><p>An open game is almost a sandbox. The GM seeds an area with many conflicts, and the PCs follow up on the ones that interest them. Many of these plots can be major (wars, feuds, and pre-published adventures). In the original definition, the GM of an open game is encouraged to prohibit the PCs' actions in some way to keep them to a smaller area that is manageable by the GM, and to create new challenges with the party in mind. An example would be to destroy the PCs ship so they couldn't leave Tatooine. In essence, the open campaign model implies that the GM still retain control over plot. </p><p></p><p>A sandbox, meanwhile, has none of that. The GM pre-arranges most of the setting before he knows who the PCs are. After they are made, he creates new adventures, but keeping to his original "script" of the setting, rather than creating adventures catered for the PCs. he has no control over plot, and instead reacts to PC actions. A sandbox, essentially, has no major plots (unlike the open campaign), but is instead a collection of much smaller, user-created plots.</p></blockquote><p></p>
[QUOTE="Wik, post: 4681038, member: 40177"] That, of course, is the difference between a matrix/open campaign and a true sandbox. You are entirely right. What I was reacting to, though, was this: When the GM has that mindset, it cannot really be a sandbox. It can be a fun game, no doubt at all in my mind there, but it cannot be a sandbox. The rest of my post was just pointing out my opinions on sandbox play. I should define my vocab here, because the 1e DSG is now very, very old for a book (it's only a few years younger than I am!). A Matrix Game is one in which the PCs are given a plot, and there are multiple paths they can follow (usually predetermined by the GM). Each path adds something towards the plot, and may give a bonus on other paths to be pursued later. Essentially, it's a plot-based game that is very fluid in design. An example would be the PCs having to stop the slavers - they could ally with the orcs, they could explore the slavers' lair, or they could set up a defense of their hometown. If they set up the defence, different things will happen to them than if they had allied with the orcs... but, at some point, they'll tackle other goals in a semi-open setting. An open game is almost a sandbox. The GM seeds an area with many conflicts, and the PCs follow up on the ones that interest them. Many of these plots can be major (wars, feuds, and pre-published adventures). In the original definition, the GM of an open game is encouraged to prohibit the PCs' actions in some way to keep them to a smaller area that is manageable by the GM, and to create new challenges with the party in mind. An example would be to destroy the PCs ship so they couldn't leave Tatooine. In essence, the open campaign model implies that the GM still retain control over plot. A sandbox, meanwhile, has none of that. The GM pre-arranges most of the setting before he knows who the PCs are. After they are made, he creates new adventures, but keeping to his original "script" of the setting, rather than creating adventures catered for the PCs. he has no control over plot, and instead reacts to PC actions. A sandbox, essentially, has no major plots (unlike the open campaign), but is instead a collection of much smaller, user-created plots. [/QUOTE]
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