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General Tabletop Discussion
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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="LordEntrails" data-source="post: 7084228" data-attributes="member: 6804070"><p>A lot of good discussion, but I didn't see other mention this...</p><p></p><p>How in real life do you know you are in a dangerous place? (Take a clue from the movies and TV if need be...)</p><p></p><p>You walk into a neighborhood and though everything is clean and well kept, there are 3 or 4 people on every entrance to a building and they are all watching you. One or two are holding knives or playing mubly-peg. If you actually pay attention, most of them wear coats even though the day is warm.</p><p></p><p>You pull into a roadside bar and there are more motorcycles than cars. And the bikes all show wear and tear, it's not some biker bar for CEO's. When you go inside to get directions, the place smells of stale bear and decay. No one has a smile on there face.</p><p></p><p>You interrupt a group having a BBQ in the park looking for some friends you are looking for. Though it may be subtle, they all start to react as one, aware of you and looking about. They all have similar hair-cuts or tattoos. They are all in peak physical shape, except for the guy with artificial legs and still looks ready for anything.</p><p></p><p>In real life, most of us know when we are in a place that is not normal for us. Sights, sounds, smells, instinct. Most of us know that when in such a place it is dangerous to us, if for no other reason than we know we don't know the dangers.</p><p></p><p>Conveying that same sense in a game can be tough. And you will get it wrong at the beginning, or your players will ignore it because your playing a game and they are heroes after all. Then you can use the suggestions above to educate them. And if they still don't learn or you fail to get the message through. Well, it's only a game and they can roll up new characters pretty easily.</p></blockquote><p></p>
[QUOTE="LordEntrails, post: 7084228, member: 6804070"] A lot of good discussion, but I didn't see other mention this... How in real life do you know you are in a dangerous place? (Take a clue from the movies and TV if need be...) You walk into a neighborhood and though everything is clean and well kept, there are 3 or 4 people on every entrance to a building and they are all watching you. One or two are holding knives or playing mubly-peg. If you actually pay attention, most of them wear coats even though the day is warm. You pull into a roadside bar and there are more motorcycles than cars. And the bikes all show wear and tear, it's not some biker bar for CEO's. When you go inside to get directions, the place smells of stale bear and decay. No one has a smile on there face. You interrupt a group having a BBQ in the park looking for some friends you are looking for. Though it may be subtle, they all start to react as one, aware of you and looking about. They all have similar hair-cuts or tattoos. They are all in peak physical shape, except for the guy with artificial legs and still looks ready for anything. In real life, most of us know when we are in a place that is not normal for us. Sights, sounds, smells, instinct. Most of us know that when in such a place it is dangerous to us, if for no other reason than we know we don't know the dangers. Conveying that same sense in a game can be tough. And you will get it wrong at the beginning, or your players will ignore it because your playing a game and they are heroes after all. Then you can use the suggestions above to educate them. And if they still don't learn or you fail to get the message through. Well, it's only a game and they can roll up new characters pretty easily. [/QUOTE]
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How do players know they are in the "wrong" location in a sandbox campaign?
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