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How do players know they are in the "wrong" location in a sandbox campaign?
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<blockquote data-quote="schnee" data-source="post: 7083238" data-attributes="member: 16728"><p>I agree with a few others, in that a sandbox has to provide information and clues so players know when they're getting into risky territory.</p><p></p><p>Like, one I read on anther thread (or board) about players encountering a wandering knight with his retinue who just won the king's jousting tournament and the low-level fighter in the party immediately challenging him to a joust. You have to play up the precision of the group, the high quality of their armor, the healthiness and size of their horses, the steely-eyed intimidating stares of the whole crew. </p><p></p><p>I mean, when a professional USA football team walks into a bar, the whole energy of the place changes. These dudes are HUGE. They have a different walk, a different way of engaging with everyone else, because they know they can rip everyone else to pieces if they want. Those sorts of cues are broadcast.</p><p></p><p>If the GM doesn't do that, then players have no clues on how to react.</p><p></p><p>Sanboxes mean building a web of information that gives meaning to choices. So their risks are informed ones.</p><p></p><p>That doesn't mean making everything in a certain area 'level appropriate' but knowing 'this area is relatively well policed, this one is wild unknown and there are rumors of dragon sightings' goes a long way.</p></blockquote><p></p>
[QUOTE="schnee, post: 7083238, member: 16728"] I agree with a few others, in that a sandbox has to provide information and clues so players know when they're getting into risky territory. Like, one I read on anther thread (or board) about players encountering a wandering knight with his retinue who just won the king's jousting tournament and the low-level fighter in the party immediately challenging him to a joust. You have to play up the precision of the group, the high quality of their armor, the healthiness and size of their horses, the steely-eyed intimidating stares of the whole crew. I mean, when a professional USA football team walks into a bar, the whole energy of the place changes. These dudes are HUGE. They have a different walk, a different way of engaging with everyone else, because they know they can rip everyone else to pieces if they want. Those sorts of cues are broadcast. If the GM doesn't do that, then players have no clues on how to react. Sanboxes mean building a web of information that gives meaning to choices. So their risks are informed ones. That doesn't mean making everything in a certain area 'level appropriate' but knowing 'this area is relatively well policed, this one is wild unknown and there are rumors of dragon sightings' goes a long way. [/QUOTE]
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How do players know they are in the "wrong" location in a sandbox campaign?
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