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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Guiding players to more sandbox-y play?
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<blockquote data-quote="Kinak" data-source="post: 6180085" data-attributes="member: 6694112"><p>That's a really good question. But, first things first, I'd suggest talking to your players about what they want out of the game.</p><p></p><p>There are definitely players, especially ones without a lot of energy to devote between sessions, who like riding the rails. And others who want to experience a story, offering their input, rather than forming that story on a more equal basis. Trying to push those styles of players towards sandbox play can actually be a fight, even if they don't realize why they're pushing back.</p><p></p><p>That said, I think there's a middle level, with branching plots rather than truly free sandbox play. Start off simple with two plots going on side-by-side and let the players decide if they want to follow the rumors of orc raiders or drakes burning farmlands. Don't throw them in the deep end.</p><p></p><p>As far as remembering, I can say that handouts only help so much, but cards with a small amount of information can be great. Depending on your group, video game style quest cards can actually be really cool. List who asked them (and where that person is), what they asked, and what they were promised. You can even have the players write them, which helps a lot of people remember better.</p><p></p><p>If quests are too videogamey, rumor cards can serve a similar purpose. You can even use them as rewards in skill challenges or just spending downtime in town. Encourage the players to keep the ones they're interested in and toss the rest. Seeing work literally tossed can be painful, but lets you know what sort of stuff they're not interested in. It also helps keep the stack small, because having more than a handful of cards defeats the point.</p><p></p><p>Cheers!</p><p>Kinak</p></blockquote><p></p>
[QUOTE="Kinak, post: 6180085, member: 6694112"] That's a really good question. But, first things first, I'd suggest talking to your players about what they want out of the game. There are definitely players, especially ones without a lot of energy to devote between sessions, who like riding the rails. And others who want to experience a story, offering their input, rather than forming that story on a more equal basis. Trying to push those styles of players towards sandbox play can actually be a fight, even if they don't realize why they're pushing back. That said, I think there's a middle level, with branching plots rather than truly free sandbox play. Start off simple with two plots going on side-by-side and let the players decide if they want to follow the rumors of orc raiders or drakes burning farmlands. Don't throw them in the deep end. As far as remembering, I can say that handouts only help so much, but cards with a small amount of information can be great. Depending on your group, video game style quest cards can actually be really cool. List who asked them (and where that person is), what they asked, and what they were promised. You can even have the players write them, which helps a lot of people remember better. If quests are too videogamey, rumor cards can serve a similar purpose. You can even use them as rewards in skill challenges or just spending downtime in town. Encourage the players to keep the ones they're interested in and toss the rest. Seeing work literally tossed can be painful, but lets you know what sort of stuff they're not interested in. It also helps keep the stack small, because having more than a handful of cards defeats the point. Cheers! Kinak [/QUOTE]
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Guiding players to more sandbox-y play?
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