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<blockquote data-quote="Krensky" data-source="post: 4864335" data-attributes="member: 30936"><p>In as far as a GM should reward behavior (good descriptions, witty and in character or appropriate one liners, etc) he wishes to see more of, yes. You completely over state the analogy though.</p><p></p><p></p><p></p><p>How amazingly realistic.</p><p></p><p></p><p></p><p>Uh huh. </p><p></p><p></p><p></p><p>Sounds rather boring actually. One of my main issues with sandbox CRPGS like Oblivion is that there's no sense of urgency. The villain will sit there, knife poised above the damsel forever while you dink around doing side quests, robbing passers by, whatever.</p><p></p><p>In my games, if the players do nothing, the game ends because I get bored. If they ignore hooks that lead towards a given 'end of the world' plot they may be presented with stronger hooks at a later point when the villian's plans are further developed, or the villian's plot may fizzle out. Or the world may end and they need to pick up the pieces. </p><p></p><p></p><p></p><p>Ah, the old 'anything other then a sandbox is railroading' argument. I honestly fail to see how a world the exists and progresses independently of the charaters and their actions is any more railroady then one where everything enters stasis once it's out of range of the PCs.</p><p></p><p></p><p></p><p>Has nothing to do with sandbox vs plot driven play. My games evolve regardless of the players action. They can effect that evolution, but things happen regardless of their action or inaction. Based on feedback, they like this because it builds verisimilitude and makes their choices matter. Choosing to take a job smuggling contraband rather then refugees will change the world in a small fashion and the players might discover that said refugees are dead when they come back, or that the refugees have informed the authorities. Conversely running the refugees across the border brings them into a different set of problems, perhaps illness or a run in with the people chasing them or the contraband merchants. Not to mention the refugees have no real money and the smuggling run was very lucrative. </p><p></p><p>It's about giving the illusion of an actual functional world, not just a list of locations and quest triggers. If I or my players want that we have video games.</p></blockquote><p></p>
[QUOTE="Krensky, post: 4864335, member: 30936"] In as far as a GM should reward behavior (good descriptions, witty and in character or appropriate one liners, etc) he wishes to see more of, yes. You completely over state the analogy though. How amazingly realistic. Uh huh. Sounds rather boring actually. One of my main issues with sandbox CRPGS like Oblivion is that there's no sense of urgency. The villain will sit there, knife poised above the damsel forever while you dink around doing side quests, robbing passers by, whatever. In my games, if the players do nothing, the game ends because I get bored. If they ignore hooks that lead towards a given 'end of the world' plot they may be presented with stronger hooks at a later point when the villian's plans are further developed, or the villian's plot may fizzle out. Or the world may end and they need to pick up the pieces. Ah, the old 'anything other then a sandbox is railroading' argument. I honestly fail to see how a world the exists and progresses independently of the charaters and their actions is any more railroady then one where everything enters stasis once it's out of range of the PCs. Has nothing to do with sandbox vs plot driven play. My games evolve regardless of the players action. They can effect that evolution, but things happen regardless of their action or inaction. Based on feedback, they like this because it builds verisimilitude and makes their choices matter. Choosing to take a job smuggling contraband rather then refugees will change the world in a small fashion and the players might discover that said refugees are dead when they come back, or that the refugees have informed the authorities. Conversely running the refugees across the border brings them into a different set of problems, perhaps illness or a run in with the people chasing them or the contraband merchants. Not to mention the refugees have no real money and the smuggling run was very lucrative. It's about giving the illusion of an actual functional world, not just a list of locations and quest triggers. If I or my players want that we have video games. [/QUOTE]
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