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
*TTRPGs General
Plots in a Sandbox
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="Sadrik" data-source="post: 5041041" data-attributes="member: 14506"><p>I personally think that sandboxing works best when you have smaller sites / areas of interest / dungeons that collectively become the greater. So where as I don't like long and deep dungeons mostly because they take so long in game. I would rather get the point of that dungeon across and that can be done in a few rooms as opposed to tedium infitium (mapping and the whole nine yards).</p><p></p><p>I also think that the world is a more integral part of the campaign and what happens around off stage can be as important as in the flow of the game. Foreshadowing future events and letting the players add their own thoughts to the process is a key difference in this style of play too. As you offer clues, threads, tangents and arcs players contemplate their relevance and in some case they come up with excellent ideas and those ideas get fed into the story, of course hopefully without them knowing you did that.</p><p></p><p>I like to think of the DM as the engine and the players are mechanics who tune up the engine and make it better. </p><p></p><p>You could also consider it agile development/cowboy coding/extreme programming vs. the more standard structured development. You have a very consistent outcome with the structured approach but it takes longer has more documentation and it can be stale, not true with the other development methodologies.</p></blockquote><p></p>
[QUOTE="Sadrik, post: 5041041, member: 14506"] I personally think that sandboxing works best when you have smaller sites / areas of interest / dungeons that collectively become the greater. So where as I don't like long and deep dungeons mostly because they take so long in game. I would rather get the point of that dungeon across and that can be done in a few rooms as opposed to tedium infitium (mapping and the whole nine yards). I also think that the world is a more integral part of the campaign and what happens around off stage can be as important as in the flow of the game. Foreshadowing future events and letting the players add their own thoughts to the process is a key difference in this style of play too. As you offer clues, threads, tangents and arcs players contemplate their relevance and in some case they come up with excellent ideas and those ideas get fed into the story, of course hopefully without them knowing you did that. I like to think of the DM as the engine and the players are mechanics who tune up the engine and make it better. You could also consider it agile development/cowboy coding/extreme programming vs. the more standard structured development. You have a very consistent outcome with the structured approach but it takes longer has more documentation and it can be stale, not true with the other development methodologies. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Plots in a Sandbox
Top