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Let's Talk About How to "Fix" D&D
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<blockquote data-quote="TheSword" data-source="post: 8198941" data-attributes="member: 6879661"><p>Pure sandbox adventures Are exceedingly rare however. Mainly relegated to homebrew where the writer can do it as they go along.</p><p></p><p>If we take two classic sandbox adventures. Slumbering Tsar by Frog God Games and the Night Below. Both the adventures are open world with almost no scripted railroad in their areas. Players can go where they like in whichever order they like. However... they still have checkpoints. A bit like crossing the border from France to Spain. Eventually you’re gonna need to cross the Pyrenees. If you want to explore that area.</p><p></p><p>In slumbering Tsar the players have to overcome a dragon and they have to summon the temple of Orcus. Two locked points that prevent the following area. Night below needs the gates to the underdark unlocked and the overcoming the City of Glass Pool.</p><p></p><p>Do these points invalidate the fact that the entire rest of the campaign is a sandbox, or spoil the feeling of player agency - of course not. It is perfectly possible to see the adventures as three smaller sandbox adventures (which is exactly how their books are presented).</p><p></p><p>This discussion is being position as black and white. Any control points in an adventure is railroad. Only an adventure without any constraints is a sandbox. This is a false choice that doesn’t take account of how adventures have adopted the Sandbox format and improved adventure design with it. While still maintaining a fully fleshed out practical campaign product.</p><p></p><p>This is not the same as illusion of choice.</p></blockquote><p></p>
[QUOTE="TheSword, post: 8198941, member: 6879661"] Pure sandbox adventures Are exceedingly rare however. Mainly relegated to homebrew where the writer can do it as they go along. If we take two classic sandbox adventures. Slumbering Tsar by Frog God Games and the Night Below. Both the adventures are open world with almost no scripted railroad in their areas. Players can go where they like in whichever order they like. However... they still have checkpoints. A bit like crossing the border from France to Spain. Eventually you’re gonna need to cross the Pyrenees. If you want to explore that area. In slumbering Tsar the players have to overcome a dragon and they have to summon the temple of Orcus. Two locked points that prevent the following area. Night below needs the gates to the underdark unlocked and the overcoming the City of Glass Pool. Do these points invalidate the fact that the entire rest of the campaign is a sandbox, or spoil the feeling of player agency - of course not. It is perfectly possible to see the adventures as three smaller sandbox adventures (which is exactly how their books are presented). This discussion is being position as black and white. Any control points in an adventure is railroad. Only an adventure without any constraints is a sandbox. This is a false choice that doesn’t take account of how adventures have adopted the Sandbox format and improved adventure design with it. While still maintaining a fully fleshed out practical campaign product. This is not the same as illusion of choice. [/QUOTE]
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