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How to ease players into a sandbox style?
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<blockquote data-quote="Zelda Themelin" data-source="post: 5793947" data-attributes="member: 167"><p>Some people don't do well with "sandbox" style. My group is full of them. They claim they want freedom and instead of adventuring we have finding some safe every-day work life. They are utterly boring, that is. I have similar tendercy but I have another one too that ruins game if gm has prepared to cater for "ordinary" stuff.</p><p></p><p>I start spawning chaos by actions and by wild stories. I always suggest something imaginative to what is behind some perfectly ordenary even. And I know it, it's just my way to force change and failing that simple make my time more interesting. </p><p></p><p>I find sandbox is often synonymous for gm who is too lazy to come up with cool stuff. I don't know anyone who has done it well. With plot you can at least pull players who want to do different things to same direction. I don't want to emulate ordinary life I could do with my life, if I were less lazy. I want fantastic stuff. </p><p></p><p>Then again same problems tend to rise in more linear game. So, I think most important thing is to know your group. If someone can't handle game without plot do some micro-plots/events and maybe some major-ach but the one that gets visited about as often as tv-series do it (first and last episode of season). It's important that world has interesting events going on if players get themselves entangled into them.</p><p></p><p>And if you have equally hard to please group I have think events that they as group would have some common intrest or you risk running 5 different solo games. And avoid elements that call for some player's personal pet-peave. Don't let those things be available.</p><p></p><p>For my players "no, nobody is selling farm right now", "no, you don't find excelent horse for breeding", "no, tavern is not hiring", "no, there aren't any nobles hanging there" etc. These things seem simple enough but knowing my people they lead to lot of boring gaming. Anything related wanting to settle is warning sign. Also they aren't living in area where there is cold winter, so they don't have to find "place to stay" for winter.</p><p></p><p>You can't mix without plot that hits you into head at times with group that includes people who want to play "D&D - the Farmville" "D&D - Incursions of Chaos", "D&D - Erotic adventures, and "D&D - Dungeons & Dragons".</p></blockquote><p></p>
[QUOTE="Zelda Themelin, post: 5793947, member: 167"] Some people don't do well with "sandbox" style. My group is full of them. They claim they want freedom and instead of adventuring we have finding some safe every-day work life. They are utterly boring, that is. I have similar tendercy but I have another one too that ruins game if gm has prepared to cater for "ordinary" stuff. I start spawning chaos by actions and by wild stories. I always suggest something imaginative to what is behind some perfectly ordenary even. And I know it, it's just my way to force change and failing that simple make my time more interesting. I find sandbox is often synonymous for gm who is too lazy to come up with cool stuff. I don't know anyone who has done it well. With plot you can at least pull players who want to do different things to same direction. I don't want to emulate ordinary life I could do with my life, if I were less lazy. I want fantastic stuff. Then again same problems tend to rise in more linear game. So, I think most important thing is to know your group. If someone can't handle game without plot do some micro-plots/events and maybe some major-ach but the one that gets visited about as often as tv-series do it (first and last episode of season). It's important that world has interesting events going on if players get themselves entangled into them. And if you have equally hard to please group I have think events that they as group would have some common intrest or you risk running 5 different solo games. And avoid elements that call for some player's personal pet-peave. Don't let those things be available. For my players "no, nobody is selling farm right now", "no, you don't find excelent horse for breeding", "no, tavern is not hiring", "no, there aren't any nobles hanging there" etc. These things seem simple enough but knowing my people they lead to lot of boring gaming. Anything related wanting to settle is warning sign. Also they aren't living in area where there is cold winter, so they don't have to find "place to stay" for winter. You can't mix without plot that hits you into head at times with group that includes people who want to play "D&D - the Farmville" "D&D - Incursions of Chaos", "D&D - Erotic adventures, and "D&D - Dungeons & Dragons". [/QUOTE]
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