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GM fiat - an illustration
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<blockquote data-quote="Guest&nbsp; 85555" data-source="post: 9623350"><p>This is an interesting point. I think sandboxes come in a few different varieties. One I have seen certainly the adventure is expected to arise within the confines of a particular map. But I think another way you see people run it is the whole living and open world approach. Presumably that also has limits, but I do think there are people who play with an idea that, in theory, these limits can be exceeded. This is also highly cosmology dependent</p><p></p><p>To give an example in my Ogre Gate campaigns there isn't really an outer space, there is earth, heaven and an underworld. And in heaven you will find realms on celestial bodies like the moon, sun and stars: and players can go to these if they have the power or the means. That is very high level play though to get there. So I have had campaigns where players reach The Perfect Realm (the top realm in Heaven). Still the world exists in a multiverse. This is just one reality. And since it is drawing on both wuxia and elements of Xianxia, in Xianxia there is a trope of being able to break from one universe to the next. I don't have that whole universe mapped out. I have one other setting in that universe mapped. If a campaign reached a point where something like this happened, I might still be open to it going there, and them finding some other place beyond the current setting. But at the very least, I would need time to figure out a mechanism for determining where they go, then fleshing out where they go. On the other hand, I may just want to keep things contained in the Ogre Gate universe and not go there (effectively having that moment be the end of a campaign)</p><p></p><p>So I think both things are true here. Sandboxes do often have boundaries like [USER=177]@Umbran[/USER] is saying (and those boundaries could be physical like the boundaries between worlds, or even conceptual, like we simply don't do this as a basis for adventures). But there is an open style of playing them that might even invite exceeding boundaries like the confines of a planet or universe. In most cases I think the ideal is a fairly boundless world (but not one where you would expect to leave that world)</p></blockquote><p></p>
[QUOTE="Guest 85555, post: 9623350"] This is an interesting point. I think sandboxes come in a few different varieties. One I have seen certainly the adventure is expected to arise within the confines of a particular map. But I think another way you see people run it is the whole living and open world approach. Presumably that also has limits, but I do think there are people who play with an idea that, in theory, these limits can be exceeded. This is also highly cosmology dependent To give an example in my Ogre Gate campaigns there isn't really an outer space, there is earth, heaven and an underworld. And in heaven you will find realms on celestial bodies like the moon, sun and stars: and players can go to these if they have the power or the means. That is very high level play though to get there. So I have had campaigns where players reach The Perfect Realm (the top realm in Heaven). Still the world exists in a multiverse. This is just one reality. And since it is drawing on both wuxia and elements of Xianxia, in Xianxia there is a trope of being able to break from one universe to the next. I don't have that whole universe mapped out. I have one other setting in that universe mapped. If a campaign reached a point where something like this happened, I might still be open to it going there, and them finding some other place beyond the current setting. But at the very least, I would need time to figure out a mechanism for determining where they go, then fleshing out where they go. On the other hand, I may just want to keep things contained in the Ogre Gate universe and not go there (effectively having that moment be the end of a campaign) So I think both things are true here. Sandboxes do often have boundaries like [USER=177]@Umbran[/USER] is saying (and those boundaries could be physical like the boundaries between worlds, or even conceptual, like we simply don't do this as a basis for adventures). But there is an open style of playing them that might even invite exceeding boundaries like the confines of a planet or universe. In most cases I think the ideal is a fairly boundless world (but not one where you would expect to leave that world) [/QUOTE]
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