Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
No Fixed Location -- dynamically rearranging items, monsters, and other game elements in the interests of storytelling
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="iserith" data-source="post: 7909909" data-attributes="member: 97077"><p>I am defining, for the purposes of this discussion, sandbox games as being location-based. There is no plot or storyline. I'm leaving aside location-based games wherein the DM in seeding storylines that can be ignored or abandoned (e.g. "do what ya want" sandbox Faerun game where the events of HotDQ are playing out). In a location-based game, there is no reason to move around clues or the like to keep the characters on the storyline since there isn't one. It's a tool without a use in this context. In a plot-based game, you want to keep this in your toolbox because it's important that you keep the characters on the path or else you don't experience the planned content. Story-based advancement and to some extent milestone XP is a good tool in this context as well to incentivize sticking to the plot. By contrast, it's not as good in a location-based game as standard XP where there is no plot so there is no need for an incentive to stay on it.</p><p></p><p>Further, in my experience, there is also a correlation between players who prefer location-based games and those that enjoy difficult challenges, particularly in the exploration pillar. Those players want to earn their victories. If the DM hands them a victory by, say, giving them an item that was actually hidden behind a secret door they didn't find, that is a problem for them should they find out. They're playing for the challenge and the possibility to win or lose based on their own decisions. The DM is playing with fire if he or she starts fiddling with things in a way that diminishes the import of these decisions, especially if there is an agreed-upon social contract wherein the DM won't do that. A DM running a plot-based game has way more incentive to fiddle with things, including difficulty levels mid-challenge, because failure means the end of the storyline.</p></blockquote><p></p>
[QUOTE="iserith, post: 7909909, member: 97077"] I am defining, for the purposes of this discussion, sandbox games as being location-based. There is no plot or storyline. I'm leaving aside location-based games wherein the DM in seeding storylines that can be ignored or abandoned (e.g. "do what ya want" sandbox Faerun game where the events of HotDQ are playing out). In a location-based game, there is no reason to move around clues or the like to keep the characters on the storyline since there isn't one. It's a tool without a use in this context. In a plot-based game, you want to keep this in your toolbox because it's important that you keep the characters on the path or else you don't experience the planned content. Story-based advancement and to some extent milestone XP is a good tool in this context as well to incentivize sticking to the plot. By contrast, it's not as good in a location-based game as standard XP where there is no plot so there is no need for an incentive to stay on it. Further, in my experience, there is also a correlation between players who prefer location-based games and those that enjoy difficult challenges, particularly in the exploration pillar. Those players want to earn their victories. If the DM hands them a victory by, say, giving them an item that was actually hidden behind a secret door they didn't find, that is a problem for them should they find out. They're playing for the challenge and the possibility to win or lose based on their own decisions. The DM is playing with fire if he or she starts fiddling with things in a way that diminishes the import of these decisions, especially if there is an agreed-upon social contract wherein the DM won't do that. A DM running a plot-based game has way more incentive to fiddle with things, including difficulty levels mid-challenge, because failure means the end of the storyline. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
No Fixed Location -- dynamically rearranging items, monsters, and other game elements in the interests of storytelling
Top