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Methodology for effecient Sandbox creation?
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<blockquote data-quote="Dannyalcatraz" data-source="post: 9853967" data-attributes="member: 19675"><p>Not exactly what you’re describing, but mu best campaign ever was essentially a sandbox. But I didn’t design it from the ground up. It was a supers game run in HERO, but using the Space:1889 campaign setting.</p><p></p><p>But I didn’t simply use it as written. Instead, I added a bunch of thematically appropriate bits from literature, anime, comics, TV & film- enough to make it my own.</p><p></p><p>What made it truly sandboxy, though, was that the campaign had a built-in plot-dangler: the infra-agency newsletter for the organization the PCs were part of. It contained recaps of the previous session’s actions (if completed), as well as “news of the world”- events (adventure plot seeds) that the players might find interesting.</p><p></p><p>While there <em>was</em> an overarching campaign plotline, the players themselves essentially chose at least half of the adventures they went on, based on what was in the newsletter. If enough liked a particular blurb, I’d write it up as the next mission.</p><p></p><p>And a lot of the world’s news plot seeds came from PC backgrounds & roleplay, coupled with player speculation and table talk. In a very real sense, they helped make the setting work, because some of THEIR ideas about what was going on were better than mine.</p><p></p><p>So my personal sandbox secret was a combination of<strong> listening to my players and essentially having a good way to connect the them with their setting’s current events.</strong></p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 9853967, member: 19675"] Not exactly what you’re describing, but mu best campaign ever was essentially a sandbox. But I didn’t design it from the ground up. It was a supers game run in HERO, but using the Space:1889 campaign setting. But I didn’t simply use it as written. Instead, I added a bunch of thematically appropriate bits from literature, anime, comics, TV & film- enough to make it my own. What made it truly sandboxy, though, was that the campaign had a built-in plot-dangler: the infra-agency newsletter for the organization the PCs were part of. It contained recaps of the previous session’s actions (if completed), as well as “news of the world”- events (adventure plot seeds) that the players might find interesting. While there [I]was[/I] an overarching campaign plotline, the players themselves essentially chose at least half of the adventures they went on, based on what was in the newsletter. If enough liked a particular blurb, I’d write it up as the next mission. And a lot of the world’s news plot seeds came from PC backgrounds & roleplay, coupled with player speculation and table talk. In a very real sense, they helped make the setting work, because some of THEIR ideas about what was going on were better than mine. So my personal sandbox secret was a combination of[B] listening to my players and essentially having a good way to connect the them with their setting’s current events.[/B] [/QUOTE]
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