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Dookie in the Sandbox?
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<blockquote data-quote="Doug McCrae" data-source="post: 4860462" data-attributes="member: 21169"><p>I'm running a M&M superhero game at the moment. It definitely isn't sandbox. All opponents are unique, it takes quite a while to create them so it's not possible to have a really large variety of opposition available at once. For each session I have a moderate amount of planned stuff, including one or more adventures. If the PCs refuse all the adventures then nothing will happen. Superheroes don't refuse adventures though, usually. I say, "Some bad stuff is happening in Pennsylvania (or wherever)" and the players say, "We go stop it". Superheroes tend to be, like players, reactive.</p><p></p><p>Occasionally the PCs won't try to stop a bad thing that I thought they would but I get away with it because I almost always have more stuff prepared than I need each session.</p><p></p><p>One of my players says he really likes the freedom he has in my games, which is weird considering the number of adventures available is usually one. But I think he means that within each adventure there's a lot of choice. This is true. I have no pre-determined path or solution, in fact I don't often think about what the PCs might do when I set up an adventure. I find this saves time. Superheroes are so powerful and can go about things in so many different ways it's pointless to plan very much.</p><p></p><p>My problem with sandbox is that I'm very lazy and find it hard to create a milieu before a campaign starts, like Gary would've wanted me to.</p><p></p><p>Although I've never seen it done it should be possible to run a sandbox game in a superhero universe. You'd need a really crazy world filled with a wide variety of costumed weirdoes, a la Marvel or DC. It would be a lot of work to set up, but it would be doable. The PCs would most likely be heroes-for-hire or mercenaries. It could also work with more traditional heroes, provided there are lots of interesting and/or bad things happening at once, which gives the players plenty of choice.</p><p></p><p>To a very limited degree, I have done this in my current campaign, sometimes there's been two or three avenues for adventure open at the same time. But I wouldn't call that a sandbox.</p></blockquote><p></p>
[QUOTE="Doug McCrae, post: 4860462, member: 21169"] I'm running a M&M superhero game at the moment. It definitely isn't sandbox. All opponents are unique, it takes quite a while to create them so it's not possible to have a really large variety of opposition available at once. For each session I have a moderate amount of planned stuff, including one or more adventures. If the PCs refuse all the adventures then nothing will happen. Superheroes don't refuse adventures though, usually. I say, "Some bad stuff is happening in Pennsylvania (or wherever)" and the players say, "We go stop it". Superheroes tend to be, like players, reactive. Occasionally the PCs won't try to stop a bad thing that I thought they would but I get away with it because I almost always have more stuff prepared than I need each session. One of my players says he really likes the freedom he has in my games, which is weird considering the number of adventures available is usually one. But I think he means that within each adventure there's a lot of choice. This is true. I have no pre-determined path or solution, in fact I don't often think about what the PCs might do when I set up an adventure. I find this saves time. Superheroes are so powerful and can go about things in so many different ways it's pointless to plan very much. My problem with sandbox is that I'm very lazy and find it hard to create a milieu before a campaign starts, like Gary would've wanted me to. Although I've never seen it done it should be possible to run a sandbox game in a superhero universe. You'd need a really crazy world filled with a wide variety of costumed weirdoes, a la Marvel or DC. It would be a lot of work to set up, but it would be doable. The PCs would most likely be heroes-for-hire or mercenaries. It could also work with more traditional heroes, provided there are lots of interesting and/or bad things happening at once, which gives the players plenty of choice. To a very limited degree, I have done this in my current campaign, sometimes there's been two or three avenues for adventure open at the same time. But I wouldn't call that a sandbox. [/QUOTE]
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