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<blockquote data-quote="ExploderWizard" data-source="post: 6358664" data-attributes="member: 66434"><p>All of those are <em>scenarios </em>not stories. Adventure hooks rather than complete adventures, and nothing in the sandbox mode of play prevents using them. </p><p></p><p>It is only when you start writing a definitive outline of what <em>will </em>happen after the players engage the hook that a story starts to be written. Your players love to follow an adventure hook until it is completely resolved to their satisfaction, again nothing wrong with that. </p><p></p><p>A railroad only happens when the players are only presented with a single hook and they <em>must </em>follow it to completion or the game ends. </p><p></p><p></p><p></p><p>That may be true for you, but in a dynamic sandbox world there are consequences for actions <em>not </em>taken as well as for those that are. </p><p></p><p>In your example lets say the PCs decided to investigate the goblin attack. In a living world the dragon has still been kidnapped and he gate to hell has started leaking. The natural consequences of these events continue to unfold with or without PC action. Which hook the players pursue first and how much time passes before they get around to following up on the others should matter. It is what gives their decision meaning. Timelines and resources available to various individuals and groups help tremendously with this.</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 6358664, member: 66434"] All of those are [I]scenarios [/I]not stories. Adventure hooks rather than complete adventures, and nothing in the sandbox mode of play prevents using them. It is only when you start writing a definitive outline of what [I]will [/I]happen after the players engage the hook that a story starts to be written. Your players love to follow an adventure hook until it is completely resolved to their satisfaction, again nothing wrong with that. A railroad only happens when the players are only presented with a single hook and they [I]must [/I]follow it to completion or the game ends. That may be true for you, but in a dynamic sandbox world there are consequences for actions [I]not [/I]taken as well as for those that are. In your example lets say the PCs decided to investigate the goblin attack. In a living world the dragon has still been kidnapped and he gate to hell has started leaking. The natural consequences of these events continue to unfold with or without PC action. Which hook the players pursue first and how much time passes before they get around to following up on the others should matter. It is what gives their decision meaning. Timelines and resources available to various individuals and groups help tremendously with this. [/QUOTE]
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