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<blockquote data-quote="S'mon" data-source="post: 5283406" data-attributes="member: 463"><p>The PCs are certainly encouraged to do threat assessment and seek out challenges they think they can handle. Eg in my current OSRIC City State of the Invincible Overlord game the 1st level PCs learnt of hobbit kids kidnapped by goblins, and a fortune in gold stolen by the Thieves' Guild from an allied NPC who seeks revenge on the Guild. The PCs decided the goblins sounded like a more practical challenge. In my 4e Vault of Larin Karr game the low level PCs, after several bad experiences in the local Underdark (such as a tribe of 9th level Orc minions, then a 14th level Roper), have decided not to go back down there until the entire party is at least 5th level.</p><p></p><p>Your definition of 'linearity' seems to be "mostly low level encounters before mid level, mostly mid level before high level" - yes by this definition the sandbox is linear, if the PCs are to survive.</p></blockquote><p></p>
[QUOTE="S'mon, post: 5283406, member: 463"] The PCs are certainly encouraged to do threat assessment and seek out challenges they think they can handle. Eg in my current OSRIC City State of the Invincible Overlord game the 1st level PCs learnt of hobbit kids kidnapped by goblins, and a fortune in gold stolen by the Thieves' Guild from an allied NPC who seeks revenge on the Guild. The PCs decided the goblins sounded like a more practical challenge. In my 4e Vault of Larin Karr game the low level PCs, after several bad experiences in the local Underdark (such as a tribe of 9th level Orc minions, then a 14th level Roper), have decided not to go back down there until the entire party is at least 5th level. Your definition of 'linearity' seems to be "mostly low level encounters before mid level, mostly mid level before high level" - yes by this definition the sandbox is linear, if the PCs are to survive. [/QUOTE]
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