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*TTRPGs General
How to ease players into a sandbox style?
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<blockquote data-quote="S'mon" data-source="post: 5792738" data-attributes="member: 463"><p>I think the best approach is 'bangs' that require a reaction, but leave the nature of that reaction open. This can help ease the PCs into making decisions.</p><p></p><p>Secondly: simple choices, making it clear that the PCs can't do everything. The simplest is the open dungeon with different pathways. Left or right.</p><p></p><p>Thirdly: encourage character goals. Don't force them, but reward proactive play with success. If one PC comes up with proactive goals, let him enjoy the spotlight time. If the others want spotlight time too, they can step on up. </p><p></p><p>Related to that - I'm having a bit of trouble in one of my sandboxes: I aked the players to provide character goals. Rather than engage with the actually presented setting, several players sent me "big magic item" - it rather looked like rather than go out & look for something, they expect me to create the maguffins and then provide them with a clear path/linear adventure to acquisition of them. I think there's a bit of a trap there; I'm coming to think that asking players for PC goals in a sandbox game may not be such a good idea. I'm wondering how to say 'I want goals that don't depend on me creating particular content for you'.</p></blockquote><p></p>
[QUOTE="S'mon, post: 5792738, member: 463"] I think the best approach is 'bangs' that require a reaction, but leave the nature of that reaction open. This can help ease the PCs into making decisions. Secondly: simple choices, making it clear that the PCs can't do everything. The simplest is the open dungeon with different pathways. Left or right. Thirdly: encourage character goals. Don't force them, but reward proactive play with success. If one PC comes up with proactive goals, let him enjoy the spotlight time. If the others want spotlight time too, they can step on up. Related to that - I'm having a bit of trouble in one of my sandboxes: I aked the players to provide character goals. Rather than engage with the actually presented setting, several players sent me "big magic item" - it rather looked like rather than go out & look for something, they expect me to create the maguffins and then provide them with a clear path/linear adventure to acquisition of them. I think there's a bit of a trap there; I'm coming to think that asking players for PC goals in a sandbox game may not be such a good idea. I'm wondering how to say 'I want goals that don't depend on me creating particular content for you'. [/QUOTE]
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How to ease players into a sandbox style?
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