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Dookie in the Sandbox?
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<blockquote data-quote="I'm A Banana" data-source="post: 4860304" data-attributes="member: 2067"><p>I'm not a huge fan of GNS, but I like your "sandbox"/"event"/"one-off" format.</p><p></p><p>The one I'm starting on Sunday is primarily of the second style. There's certainly sandboxing going on (PC's are free to do anything), and the missions are fairly modular in nature (show up, survive, keep going), but my attention as DM is focused on linking the characters and NPC's (monsters and villains included) together in an ongoing story of heroics. I want the characters to confront big changes, and to perhaps undergo big changes themselves, to grow, respond, and either succeed or fail at their goals and dreams, based on who they are (and who the players choose those characters to be), not what they do or how well they maximize their points. </p><p></p><p>It's strongly influenced by my FFZ work on a heavily story-based game, but the idea is certainly flexible enough to apply to ANY game.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 4860304, member: 2067"] I'm not a huge fan of GNS, but I like your "sandbox"/"event"/"one-off" format. The one I'm starting on Sunday is primarily of the second style. There's certainly sandboxing going on (PC's are free to do anything), and the missions are fairly modular in nature (show up, survive, keep going), but my attention as DM is focused on linking the characters and NPC's (monsters and villains included) together in an ongoing story of heroics. I want the characters to confront big changes, and to perhaps undergo big changes themselves, to grow, respond, and either succeed or fail at their goals and dreams, based on who they are (and who the players choose those characters to be), not what they do or how well they maximize their points. It's strongly influenced by my FFZ work on a heavily story-based game, but the idea is certainly flexible enough to apply to ANY game. [/QUOTE]
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