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<blockquote data-quote="pemerton" data-source="post: 5298680" data-attributes="member: 42582"><p>Beginning of the End, you're probably right that I'm using "sandbox" too narrowly. Like I said upthread, I was using to describe (what I think of as) traditional Classic Traveller or AD&D/Basic D&D play - highly exploratory, with the GM establishing a range of sites and personalities within those sites, and the players choosing which of the sites/personalities their PCs seek out and interact with.</p><p></p><p>Nameless1 said upthread that sandboxes are static. I can see why this was objected to, but I <em>think</em> that what he was getting at is that the overall orientation of the game he was describing as a sandbox is one in which the world is a buffet for the players to choose from, that there will be parts of the buffet that the players don't interact with, and that those parts remain more-or-less unchanged, waiting to see if the players finally pick them. (For example, Smaug's cave remains essentially static until the players choose to go on the Lonely Mountain quest.)</p><p></p><p>A sandbox in which the various world elements that the GM has created get actively brought into the game by the GM in response to the things that the players have their PCs do starts to look more like a situation based game. At that point, though, I again tend to think that it might be easier just to start with everyone on the same page as to situation, so that the GM can focus on creating all and only the gameworld elements that will be needed for that game.</p><p></p><p>Anyway, just some thoughts. . .</p></blockquote><p></p>
[QUOTE="pemerton, post: 5298680, member: 42582"] Beginning of the End, you're probably right that I'm using "sandbox" too narrowly. Like I said upthread, I was using to describe (what I think of as) traditional Classic Traveller or AD&D/Basic D&D play - highly exploratory, with the GM establishing a range of sites and personalities within those sites, and the players choosing which of the sites/personalities their PCs seek out and interact with. Nameless1 said upthread that sandboxes are static. I can see why this was objected to, but I [I]think[/I] that what he was getting at is that the overall orientation of the game he was describing as a sandbox is one in which the world is a buffet for the players to choose from, that there will be parts of the buffet that the players don't interact with, and that those parts remain more-or-less unchanged, waiting to see if the players finally pick them. (For example, Smaug's cave remains essentially static until the players choose to go on the Lonely Mountain quest.) A sandbox in which the various world elements that the GM has created get actively brought into the game by the GM in response to the things that the players have their PCs do starts to look more like a situation based game. At that point, though, I again tend to think that it might be easier just to start with everyone on the same page as to situation, so that the GM can focus on creating all and only the gameworld elements that will be needed for that game. Anyway, just some thoughts. . . [/QUOTE]
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