Argyle King
Legend
Then why are you arguing? From the very beginning I specified that the players agreed to play the module.
*sigh*
From the beginning the entire premise of this discussion is that the players agreed to to play in an adventure style module (because otherwise the GM got we he deserved for not getting proper buy-in) then crapped all over it by refusing to engage with the module's events in favor of playing in a sandbox (per Shaman's example).
That's completely tangential though. The premise was they agreed to play in an AP-style module and then decided it to break the game by turning it into a sandbox. They bought into a AP style module, and then refused to play the module.
I still felt the need to explain the difference.
Secondly, the OP didn't include the same rules you did when he mentioned the term. If including the rules, then, yes I agree. However, generally speaking in a manner which is meant to apply a blanket term, I do not view breaker and sandbox to be equal.
My main point being that I do not feel 'breaker' style of play is the same thing as 'sandbox' style of play. I understand that not everyone plays the same way; I support the right of people to play in a manner they enjoy. For me, even if I were running a module, I'd be supportive of the group's desire to take interest in an element of the game world - even if it wasn't an element I had intended them to take interest in. I'm a firm believer in the rpg experience being a shared story; sometimes, to me, that means the characters are their own plot hooks.
edit: I considered the rules a little more. If the players agreed to play the module and were also given the understanding that nothing exists in the game world beyond what is specifically published in the module, then, yes, they are breaking the game by taking actions which run counter to that premise.
edit 2: Some expectations can be pre-caked into a game though. I see where Kren is coming from with his module examples; even if I don't personally believe using a module means you can't go outside of it, I understand it. An example of a time when I would expect someone in a group to stick with game assumptions would be assumptions that a lot of game systems seem to have. When I pick up GURPS, D&D 4E, or Savage Worlds, there are -typically- some preset assumptions about the game which come with the system. An example I have from a D&D session which I think would match Kren's view of breakers is a friend of mine who tries to build characters like the barbarian with a strength score of 14 who uses daggers. Does the game allow you to do it, yes; should you - I believe no because the rest of the party is expecting a certain amount of proficiency out of each role in the party.
Last edited: