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<blockquote data-quote="Guest&nbsp; 85555" data-source="post: 9620816"><p>I find this is very much about reading the room and adapting to the group. I have some players who are thrilled by rudderless play. I.E. they would be perfectly content to open up a muffin shop and sell muffins the whole campaign, perhaps growing their very own muffin empire. That kind of play can even be exciting if you have three player and all want that as a goal (I've run campaigns like this and you'd be surprised how interesting you can make it). But usually have a group with mixed preferences in this respect and so it is normally a balance of interests. You do need to adapt to the group you have at the table, not some idealized form of this style of play. I think the biggest issue I have seen arise with this approach is it can get ideological and that itself can become a problem. So staying flexible is very important. changing things up if things aren't working is very important. </p><p></p><p>Also on the rudderless thing, this is also something can happen with players who aren't accustomed to this much freedom to explore. [USER=13383]@robertsconley[/USER] talks about using training wheels in sandboxes to avoid this problem and I think that is a very handy approach. Something I often to if I don't think the players are going to know what to do just being dropped into a setting, is start with a mission but it is a mission within a sandbox world so once they get situated, they start finding a sense of direction</p></blockquote><p></p>
[QUOTE="Guest 85555, post: 9620816"] I find this is very much about reading the room and adapting to the group. I have some players who are thrilled by rudderless play. I.E. they would be perfectly content to open up a muffin shop and sell muffins the whole campaign, perhaps growing their very own muffin empire. That kind of play can even be exciting if you have three player and all want that as a goal (I've run campaigns like this and you'd be surprised how interesting you can make it). But usually have a group with mixed preferences in this respect and so it is normally a balance of interests. You do need to adapt to the group you have at the table, not some idealized form of this style of play. I think the biggest issue I have seen arise with this approach is it can get ideological and that itself can become a problem. So staying flexible is very important. changing things up if things aren't working is very important. Also on the rudderless thing, this is also something can happen with players who aren't accustomed to this much freedom to explore. [USER=13383]@robertsconley[/USER] talks about using training wheels in sandboxes to avoid this problem and I think that is a very handy approach. Something I often to if I don't think the players are going to know what to do just being dropped into a setting, is start with a mission but it is a mission within a sandbox world so once they get situated, they start finding a sense of direction [/QUOTE]
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