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*Pathfinder & Starfinder
It needs to be more of a sandbox than a railroad?
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<blockquote data-quote="Oryan77" data-source="post: 6382847" data-attributes="member: 18701"><p>The original thread that I linked in the OP here gives a perfect example of why I would have this impression. The 2nd most important thing to most gamers voting for a Planescape adventure is to make sure that it is a sandbox adventure. Of course, that isn't solid evidence that people say sandboxes are better. But it's a pretty good basis.</p><p></p><p>But I'm just flabbergasted that that is the 2nd most important thing to people in regards to making a Planescape adventure, and must be <strong>the</strong> most important thing to people in adventure writing in general. For real? I have run dozens of published adventures and almost all of them were fun to run. Most of them are older modules that I converted. Most of them were linear and would be considered as a railroad. So I just can't see how making them into a sandbox adventure is the single most important thing as to whether it will be good or not. I've never once picked up an adventure and hoped that it would be a sandbox style adventure. It never occurs to me. I would think that there are plenty of other factors that would be much more important in adventure writing than that. Which is why I'm convinced that the internet has told so many people that railroads are bad and sandboxes are good, that when they see that in a poll option, they choose it cause they'd like to think that they know better and want to feel like better DMs.</p><p></p><p>It might be silly, but that's just how it comes across to me.</p><p></p><p></p><p>No, you are correct about that. I was clear to say that my opinion is based on my own observations and experiences. One of the posters in this thread admitted to do zero prep work and he gave a clear example of how he wings his entire sessions. Each DM that I played under in their sandbox games seemed to be doing the exact same thing, only worse. They may have had an idea in mind to get the ball rolling, but I guarantee they didn't do any prep work to the extent you are talking about. I also guarantee I do a hell of a lot more prep work than my sandbox DMs and my adventures would be classified as a railroad adventure. My campaign on the other hand is more of a mix of both sandbox and railroad.</p><p></p><p></p><p>For one, that's the exact problem I have had right there. That's why on more than one occasion, I've spent 4 or more hours at a table bored off my butt. Which was strange because I never thought I could ever be bored in a D&D game. I'm very pro-active as a player. </p><p></p><p>The DMs had that same line of logic though. He's waiting for us to make things happen rather than provide us with an interesting hook and an adventure in mind. So we end up not making things happen because situations are not presented to us. We're expected to present situations to the DM. I'm sure there is no problem with the right group of pro-active players. But for me, when I'm plopped down into the middle of a new town in a new campaign with a new PC...I don't want to find something to do and make something happen. That's boring. I want to be unexpectedly surprised with something. Once I have gotten to know my PC and I have started establishing a life with him, then I can take charge and do things that my PC would take an initiative to do.</p></blockquote><p></p>
[QUOTE="Oryan77, post: 6382847, member: 18701"] The original thread that I linked in the OP here gives a perfect example of why I would have this impression. The 2nd most important thing to most gamers voting for a Planescape adventure is to make sure that it is a sandbox adventure. Of course, that isn't solid evidence that people say sandboxes are better. But it's a pretty good basis. But I'm just flabbergasted that that is the 2nd most important thing to people in regards to making a Planescape adventure, and must be [B]the[/B] most important thing to people in adventure writing in general. For real? I have run dozens of published adventures and almost all of them were fun to run. Most of them are older modules that I converted. Most of them were linear and would be considered as a railroad. So I just can't see how making them into a sandbox adventure is the single most important thing as to whether it will be good or not. I've never once picked up an adventure and hoped that it would be a sandbox style adventure. It never occurs to me. I would think that there are plenty of other factors that would be much more important in adventure writing than that. Which is why I'm convinced that the internet has told so many people that railroads are bad and sandboxes are good, that when they see that in a poll option, they choose it cause they'd like to think that they know better and want to feel like better DMs. It might be silly, but that's just how it comes across to me. No, you are correct about that. I was clear to say that my opinion is based on my own observations and experiences. One of the posters in this thread admitted to do zero prep work and he gave a clear example of how he wings his entire sessions. Each DM that I played under in their sandbox games seemed to be doing the exact same thing, only worse. They may have had an idea in mind to get the ball rolling, but I guarantee they didn't do any prep work to the extent you are talking about. I also guarantee I do a hell of a lot more prep work than my sandbox DMs and my adventures would be classified as a railroad adventure. My campaign on the other hand is more of a mix of both sandbox and railroad. For one, that's the exact problem I have had right there. That's why on more than one occasion, I've spent 4 or more hours at a table bored off my butt. Which was strange because I never thought I could ever be bored in a D&D game. I'm very pro-active as a player. The DMs had that same line of logic though. He's waiting for us to make things happen rather than provide us with an interesting hook and an adventure in mind. So we end up not making things happen because situations are not presented to us. We're expected to present situations to the DM. I'm sure there is no problem with the right group of pro-active players. But for me, when I'm plopped down into the middle of a new town in a new campaign with a new PC...I don't want to find something to do and make something happen. That's boring. I want to be unexpectedly surprised with something. Once I have gotten to know my PC and I have started establishing a life with him, then I can take charge and do things that my PC would take an initiative to do. [/QUOTE]
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