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Not Railroad, Not Sandbox ... What else is there?
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<blockquote data-quote="Torranocca" data-source="post: 8578956" data-attributes="member: 7035401"><p>There appears to me to be a few different layers of conversation here. I selected the quote above, not to single out the poster, but to use as illustrative, the under current of the issues, I believe, being discussed. I will clearly state now, what follows is “ as I understand it” not a statement of “this is how it is “.</p><p> I played my first game of D&D in 1978. What made it so fascinating for myself was the “role” part of RPG and the freedom ( although limited to the scope of the game as presented) to create a character with no complete pre determined attributes that had the freedom to make a multitude of choices on how to act upon the game setting.(as apposed to taking on the role of a commander of forces or game token in a war game/simulation/board game)</p><p> The ideas of “sandbox” and “ railroad” settings where not in the lexicon then. All written modules where linear be the very nature of the game as created. The main reason to play in dungeons, was to box the players in and present a clear direction to head towards and to clearly set goals for the adventure. As in:</p><p>Go in dungeon- find and defeat adversaries- collect rewards- stay alive- escape with rewards- get better equipment- get better at survival- rinse and repeat. Become a hero by doing heroic things and hopefully survive long enough that the title of hero befit your characters.</p><p>A vast majority of created characters did not survive first level and only a moderate few made it past second or third level. This was seen as part of the fun and challenge of the game.</p><p>What I have watched and participated in over the last forty four years of RPGs is a series of changes, more about the nature of the players then the changing of editions.</p></blockquote><p></p>
[QUOTE="Torranocca, post: 8578956, member: 7035401"] There appears to me to be a few different layers of conversation here. I selected the quote above, not to single out the poster, but to use as illustrative, the under current of the issues, I believe, being discussed. I will clearly state now, what follows is “ as I understand it” not a statement of “this is how it is “. I played my first game of D&D in 1978. What made it so fascinating for myself was the “role” part of RPG and the freedom ( although limited to the scope of the game as presented) to create a character with no complete pre determined attributes that had the freedom to make a multitude of choices on how to act upon the game setting.(as apposed to taking on the role of a commander of forces or game token in a war game/simulation/board game) The ideas of “sandbox” and “ railroad” settings where not in the lexicon then. All written modules where linear be the very nature of the game as created. The main reason to play in dungeons, was to box the players in and present a clear direction to head towards and to clearly set goals for the adventure. As in: Go in dungeon- find and defeat adversaries- collect rewards- stay alive- escape with rewards- get better equipment- get better at survival- rinse and repeat. Become a hero by doing heroic things and hopefully survive long enough that the title of hero befit your characters. A vast majority of created characters did not survive first level and only a moderate few made it past second or third level. This was seen as part of the fun and challenge of the game. What I have watched and participated in over the last forty four years of RPGs is a series of changes, more about the nature of the players then the changing of editions. [/QUOTE]
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