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Game Type--How Do You Play?

What is your game style?

  • Old-school sandbox style--adventure to gain power!

    Votes: 8 10.1%
  • Sandbox style but with some overarching goal beyond power and alignment

    Votes: 22 27.8%
  • Storyline-focused, without "story immunity"

    Votes: 34 43.0%
  • Storyline-focused, with "story immunity"

    Votes: 4 5.1%
  • Other (describe below)

    Votes: 11 13.9%


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I chose "Sandbox style but with some overarching goal beyond power and alignment" because that's what I most often prefer to play.

That said, each campaign is different. We've played campaigns where the characters just go from module to module, campaigns that are completely sandbox, with absolutely no overarching GM plot, and even a few total railroads. So long as we're having fun, I'm not too concerned one way or the other.
 




Storyline-focused is a game where the storyline--one overarching plot--is the primary factor. Sandbox is a more freeform "create a world and adventure therein" style.

Story immunity is the idea "characters don't die unless the story demands."
 

then sandbox style w/some direction or goal....i think freeform is fun but it can get old if there's no general purpose guiding you...guess i would call it story-lite..ohh and def no free passes on pc deaths
 

I don't think I can fit my style under any of the poll options. Even if I assume that you're asking only about the campaign play (because my style of running one-shots is quite different), still none fits.

My games are strongly character-based. I build upon what I get from players - character backgrounds, goals, complications and consequences caused by in-game actions. It's players who set goals for the campaign. I may push them a little in certain direction in the beginning, but after that, it's up to them.

On the other hand, each of my games has certain themes and certain mood. They are "about something". In other words, it's not a typical "sandbox" play. There is no pre-defined storyline, but there is a pre-defined premise. We try to keep the game thematically consistent even if the choices and events surprise us.

Also, the settings we use are often only pre-defined in terms of hooks and themes, but not concrete details. Those details are only created when they are explored. The world is not passive, and it is consistent, but, in most cases, things only become precisely defined when they get into focus.
 

Into the Woods

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