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In PBP is a Sandbox filled with Quicksand?
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<blockquote data-quote="Celebrim" data-source="post: 8820328" data-attributes="member: 4937"><p>Proper sandboxes are really hard to pull off, and contrary to internet rumor most tables don't even enjoy them. I'd say 75% of groups prefer the structure of an adventure path and often need that structure for the group to stay on task. This isn't even particular to PbP though I can see how PbP would make the problems with a Sandbox more acute.</p><p></p><p>Additionally, character driven RP where the player's goals and the characters background are driving the plot generally doesn't work with more than AT MOST three players. The problem of course is that the more players you add who are adding their own campaign goals and wanting to do deep exploration of their character and motivations, the more conflicting goals you have and the more scenes you have which are dominated by one player and the less reason you have for everyone to stay together. Really, this is a gaming style that privileges one GM and one player. (It's a valid joke that most of the early Indy games are written by GMs whose only player was a long-suffering family member, because so many of them seem to be play tested by only a single player if at all.)</p><p></p><p>In short, it's not just play by post - most tables should be running plot driven linear story lines with broad-narrow structures where how to get through the gate is up to the player, but they are all collectively motivated to get through the next gate. </p><p></p><p>I would add to the post that PbP is probably a dying format because the community it served - people that can't find a group locally - can now find games on platforms like Discord and play with other remote players with fewer of the challenges of PbP.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 8820328, member: 4937"] Proper sandboxes are really hard to pull off, and contrary to internet rumor most tables don't even enjoy them. I'd say 75% of groups prefer the structure of an adventure path and often need that structure for the group to stay on task. This isn't even particular to PbP though I can see how PbP would make the problems with a Sandbox more acute. Additionally, character driven RP where the player's goals and the characters background are driving the plot generally doesn't work with more than AT MOST three players. The problem of course is that the more players you add who are adding their own campaign goals and wanting to do deep exploration of their character and motivations, the more conflicting goals you have and the more scenes you have which are dominated by one player and the less reason you have for everyone to stay together. Really, this is a gaming style that privileges one GM and one player. (It's a valid joke that most of the early Indy games are written by GMs whose only player was a long-suffering family member, because so many of them seem to be play tested by only a single player if at all.) In short, it's not just play by post - most tables should be running plot driven linear story lines with broad-narrow structures where how to get through the gate is up to the player, but they are all collectively motivated to get through the next gate. I would add to the post that PbP is probably a dying format because the community it served - people that can't find a group locally - can now find games on platforms like Discord and play with other remote players with fewer of the challenges of PbP. [/QUOTE]
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