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Community
General Tabletop Discussion
*Pathfinder & Starfinder
It needs to be more of a sandbox than a railroad?
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<blockquote data-quote="pemerton" data-source="post: 6382975" data-attributes="member: 42582"><p>As I've postd upthread, I'm not really into sandboxing. But what you've posted here really makes me appreciate the strengths of my own preferred "indie"-style.</p><p></p><p>Upthread I linked to a Burning Wheel session report. Here is what one of my players emailed the rest of our group about that session:</p><p></p><p style="margin-left: 20px">[P]retty cool how the world gets shaped by the character’s beliefs and instincts and the dice rolls! Just thinking through Jobe’s B’s and I’s and rolls … The feather existed because of its trait and hence X sold it. It was cursed because the aura reading failed. Jabal existed because we sought out a member of the cabal (affiliation). Athog gave us trouble because that circles test failed. Jabal lived in a tower because of an instinct about casting falcon skin if falling. I didn’t understand how those things worked until we did the session. If we had turned up with different characters, then I think the world would have been quite different too.</p><p></p><p>From my point of view, the problem with the GMing in the experience you describe is that the GM seems not to know what you are looking for from the game, nor have any techniques for ascertaining that during play, and so does not frame your PC into any compelling scene.</p><p></p><p>The first RPG I ran which did have such techniques was original Oriental Adventures - part of the PC build rules gives PCs hooks like family and honour that I as GM could then use to frame scenes that would grab them. A system like Burning Wheel takes this to a further level, but the basic techniques are easily adapatable to many systems, including D&D. It seems as if the GM who gave you that bad session could benefit from learning some of them!</p></blockquote><p></p>
[QUOTE="pemerton, post: 6382975, member: 42582"] As I've postd upthread, I'm not really into sandboxing. But what you've posted here really makes me appreciate the strengths of my own preferred "indie"-style. Upthread I linked to a Burning Wheel session report. Here is what one of my players emailed the rest of our group about that session: [indent][P]retty cool how the world gets shaped by the character’s beliefs and instincts and the dice rolls! Just thinking through Jobe’s B’s and I’s and rolls … The feather existed because of its trait and hence X sold it. It was cursed because the aura reading failed. Jabal existed because we sought out a member of the cabal (affiliation). Athog gave us trouble because that circles test failed. Jabal lived in a tower because of an instinct about casting falcon skin if falling. I didn’t understand how those things worked until we did the session. If we had turned up with different characters, then I think the world would have been quite different too.[/indent] From my point of view, the problem with the GMing in the experience you describe is that the GM seems not to know what you are looking for from the game, nor have any techniques for ascertaining that during play, and so does not frame your PC into any compelling scene. The first RPG I ran which did have such techniques was original Oriental Adventures - part of the PC build rules gives PCs hooks like family and honour that I as GM could then use to frame scenes that would grab them. A system like Burning Wheel takes this to a further level, but the basic techniques are easily adapatable to many systems, including D&D. It seems as if the GM who gave you that bad session could benefit from learning some of them! [/QUOTE]
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*Pathfinder & Starfinder
It needs to be more of a sandbox than a railroad?
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