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<blockquote data-quote="amerigoV" data-source="post: 5847904"><p>In the video game world, I got worn out by Skyrim and had to switch to Modern Warfare 3 - those are the equivalent of switching from sandbox to AP. That sudden "jolt" show me that:</p><p></p><p>1. A pure sandbox is not my style. I do want some story focus. So I imagine hexcrawling would not fit my style.</p><p></p><p>2. The Modern Warfare (and other FPS) series are pure railroads. They are fun from an action and story perspective, but it certainly does not feel like its your character - you are a part in the play. So the pure railroad is fun for awhile, but that is about it.</p><p></p><p>A buddy of mine found something called 5x5 (I do not have a link). We played a typical campaign for a time and generated a few loose ends. Then as a group we decided the 5 goals we had. Then we/the GM mapped out the 5 things you needed to do complete those goals. The group decides what to pursue and the GM generates the material. For the GM, they can run a "sandbox" but really they only need to deal with 5 possible directions when something wraps up. It gives a nice cross-over between the two styles.</p></blockquote><p></p>
[QUOTE="amerigoV, post: 5847904"] In the video game world, I got worn out by Skyrim and had to switch to Modern Warfare 3 - those are the equivalent of switching from sandbox to AP. That sudden "jolt" show me that: 1. A pure sandbox is not my style. I do want some story focus. So I imagine hexcrawling would not fit my style. 2. The Modern Warfare (and other FPS) series are pure railroads. They are fun from an action and story perspective, but it certainly does not feel like its your character - you are a part in the play. So the pure railroad is fun for awhile, but that is about it. A buddy of mine found something called 5x5 (I do not have a link). We played a typical campaign for a time and generated a few loose ends. Then as a group we decided the 5 goals we had. Then we/the GM mapped out the 5 things you needed to do complete those goals. The group decides what to pursue and the GM generates the material. For the GM, they can run a "sandbox" but really they only need to deal with 5 possible directions when something wraps up. It gives a nice cross-over between the two styles. [/QUOTE]
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