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Not a Conspiracy Theory: Moving Toward Better Criticism in RPGs
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<blockquote data-quote="FrogReaver" data-source="post: 8936557" data-attributes="member: 6795602"><p>Isn't the setting pre-established at least at a high level?</p><p>Aren't the factions present in that setting preestablished-at least at a high level?</p><p>Isn't the fiction that you are part of a crew trying to make it big also preestablished?</p><p>Aren't the city maps being used preestablished?</p><p>Etc.</p><p></p><p>Like I get it's not nearly as much as is preestablished as is done so in a module style D&D game, but compared to many sandbox style D&D games - there's similarities in what information is preestablished and what isn't.</p><p></p><p></p><p>Seems to me that statement could just as easily apply to a faction sandbox style D&D game. </p><p></p><p></p><p>I would caveat that with, you are only supposed to pay attention to factions directly relevant to play <strong><em>at the moment</em></strong>. At any given time another faction could become relevant to play. A typical D&D sandbox would probably track what happens with them in the background and then reveal that when it comes up. In blades this wouldn't be done, but you would still need to create relevant fiction to any details that come up during play. Then consider that in a typical D&D sandbox, only high level events are handled in the background - much of the other more granular details are made up on the spot by the DM, often in conjunction with consulting some dice, etc. That's not particularly different than the way blades handles this - right? Blades offers more structure in places on when the DM should and should not do certain things. </p><p></p><p></p><p>Agreed. But this kind of stuff also happens in D&D sandbox style play, for much the same reasons. Now there are differences of the two - i'm not saying system doesn't matter, but the resulting differences are more narrow and nuanced and not on this kind of broad conceptual scale.</p><p></p><p>Most facts in D&D are only written in pencil until they are introduced to the players. Common changes - i'd originally thought having 4 bandits attack here would make sense - but i think i've misjudged the strength of the party so i'm changing this to 6. Or, the players really suspect the lord as the culprit and think he is also secretly a vampire - i hadn't originally planned this but it seems compelling so i'm changing it. Or in terms of a sandbox, players convinced two previous allied factions to become hostile. Just some examples of details that change.</p></blockquote><p></p>
[QUOTE="FrogReaver, post: 8936557, member: 6795602"] Isn't the setting pre-established at least at a high level? Aren't the factions present in that setting preestablished-at least at a high level? Isn't the fiction that you are part of a crew trying to make it big also preestablished? Aren't the city maps being used preestablished? Etc. Like I get it's not nearly as much as is preestablished as is done so in a module style D&D game, but compared to many sandbox style D&D games - there's similarities in what information is preestablished and what isn't. Seems to me that statement could just as easily apply to a faction sandbox style D&D game. I would caveat that with, you are only supposed to pay attention to factions directly relevant to play [B][I]at the moment[/I][/B]. At any given time another faction could become relevant to play. A typical D&D sandbox would probably track what happens with them in the background and then reveal that when it comes up. In blades this wouldn't be done, but you would still need to create relevant fiction to any details that come up during play. Then consider that in a typical D&D sandbox, only high level events are handled in the background - much of the other more granular details are made up on the spot by the DM, often in conjunction with consulting some dice, etc. That's not particularly different than the way blades handles this - right? Blades offers more structure in places on when the DM should and should not do certain things. Agreed. But this kind of stuff also happens in D&D sandbox style play, for much the same reasons. Now there are differences of the two - i'm not saying system doesn't matter, but the resulting differences are more narrow and nuanced and not on this kind of broad conceptual scale. Most facts in D&D are only written in pencil until they are introduced to the players. Common changes - i'd originally thought having 4 bandits attack here would make sense - but i think i've misjudged the strength of the party so i'm changing this to 6. Or, the players really suspect the lord as the culprit and think he is also secretly a vampire - i hadn't originally planned this but it seems compelling so i'm changing it. Or in terms of a sandbox, players convinced two previous allied factions to become hostile. Just some examples of details that change. [/QUOTE]
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