That's flat out backwards. It presumes less than an approach in which the character is presumed to be already familiar with the locale.Hussar said:It's bad in that it presumes a fair degree of setting knowledge that the player may not possess.
gamegrene.com said:Perhaps the biggest gripe most people have with Boot Hill was its lack of setting....
After all, who cares if you have the world's most detailed combat system if there's nothing to do but shoot one another and rob banks. It's the difference between Quake and Half-Life: both First-Person Shooters, but only one deserves to be called a Role-Playing Game by any stretch of the imagination, and that's because of the storyline.
Take, for example, one of the few adventure modules released for Boot Hill 2nd Edition, Mad Mesa. No background, no motivation, no true storyline. Just a bunch of cowboys wander into a town and have some random encounters throughout the night. Either you die or you leave town.
Compare this to something like, say, The Village of Hommlet and The Temple of Elemental Evil from D&D, modules jam-packed with motivations, betrayals, interesting situations and characters and, most importantly, tied into the larger campaign setting of Greyhawk, which means that it's easier to work into an ongoing storyline for your characters.
I would take it even a step further - a sandbox environment (well, any setting environment, come to think of it) can and should change - using its own internal logic - whether the PCs interact with it or not.On the other hand, I have for some years seen old-D&D players using the term "sandbox" as I (having learned from them) use it. The "sandbox" environment most definitely changes in response to the players' moves. The moves of players, and responses to those moves by players and non-player figures alike, weave an ever richer tapestry.
Not necessarily. Games which start with an assumption that the character is already familiar with the locale will often have various techniquest - mechanical or informal - for handling this. For example, the players may be entitled to "declare" the existence of certain locations or NPCs.That's flat out backwards. It presumes less than an approach in which the character is presumed to be already familiar with the locale.
Ariosto said:That's flat out backwards. It presumes less than an approach in which the character is presumed to be already familiar with the locale.
My impression is less that historical roleplaying games lent themselves to tighter situations and more that those "generic fantasy games" weren't really intended to be quite so open-ended as they proved to be, or perhaps were manipulated to be.Thinking about Boot Hill and Flashing Blades, in the earlier days of the hobby was there a tendency to identify historical games with tighter situations and generic fantasy games with a greater degree of open-endedness?
Definitely. Lakefront City is a solid example of a sandbox setting, and as with Boot Hill, the adventurers may choose to be lawmen - FBI special agents, Treasure agents, local cops - or gangsters, or pursue other careers like reporters and private investigators.Gangbusters is another in which it might be easier for some people to see it -- and also a splendid description of a D&D-style "sandbox" game.
Oh lawd, I hope not.Maybe pemerton was thinking something like this?