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Forked Thread: Shaking it Off
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<blockquote data-quote="Raven Crowking" data-source="post: 4471187" data-attributes="member: 18280"><p>Events happen in a sandbox campaign, you know. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>A sandbox campaign doesn't presume that the PCs will do X or Y, but that doesn't mean that the world is static. If Villian Zed is trying to overrun the Western Lands, then the PCs run into evidence of Villian Zed's plots. They decide what (if anything) to do. If they do nothing, perhaps Villian Zed succeeds.</p><p></p><p>A good sandbox campaign <em>must</em> provide context for players to make choices in. Part of that context is the world -- and NPCs -- moving around them.</p><p></p><p>The difference between a sandbox and an adventure path, in this case, is that in the sandbox the PCs can say "Well, I hope Sarah Jane makes it out okay. We're too wounded to do anything." In an adventure path, the predetermined layout of the game is set, and wounded or not the PCs are expected to act.</p><p></p><p></p><p></p><p>Exactly so. Which is very different from their being at full due to their Wolverine-like healing surges. The lingering presence of injury changes the dynamic of the group -- they face an interesting choice. Should they accept greater risk because of the consequences, or should they suck up the consequences and wait until they are healed? Do they think they even could prevent the orcs from invading in their current state, even if they tried?</p><p></p><p>Questions like these make for an interesting game, IMHO.</p><p></p><p></p><p>RC</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 4471187, member: 18280"] Events happen in a sandbox campaign, you know. ;) A sandbox campaign doesn't presume that the PCs will do X or Y, but that doesn't mean that the world is static. If Villian Zed is trying to overrun the Western Lands, then the PCs run into evidence of Villian Zed's plots. They decide what (if anything) to do. If they do nothing, perhaps Villian Zed succeeds. A good sandbox campaign [i]must[/i] provide context for players to make choices in. Part of that context is the world -- and NPCs -- moving around them. The difference between a sandbox and an adventure path, in this case, is that in the sandbox the PCs can say "Well, I hope Sarah Jane makes it out okay. We're too wounded to do anything." In an adventure path, the predetermined layout of the game is set, and wounded or not the PCs are expected to act. Exactly so. Which is very different from their being at full due to their Wolverine-like healing surges. The lingering presence of injury changes the dynamic of the group -- they face an interesting choice. Should they accept greater risk because of the consequences, or should they suck up the consequences and wait until they are healed? Do they think they even could prevent the orcs from invading in their current state, even if they tried? Questions like these make for an interesting game, IMHO. RC [/QUOTE]
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