A player creates a character who is deathly afraid of snakes, so when the adventurers discover a lost tomb in the desert, the referee decides it's filled with asps and cobras. If the character was afraid of spiders, then it might be full of tarantulas instead.Please, could you recap what the quite different "responsive aspect of the GM" is?
Where I demur is that I consider that there are degrees of linearity.
Pem - would it be fair to say that the more the DM changes the setting in accordance with the characters being played, the further that campaign strays from being a sandbox?
Maybe. For me, "exploration" tends to presuppose something already there to explore - in this case, a character - whereas I'm happy for my game to involve building and testing the PCs. The PCs have a backstory which is part of the input, but their character isn't something pregiven - it is something that emerges out of play.
I agree with you that adding elements responsively reduces sandboxing. But I don't think it therefore increases linearity/railroading (not necessarily, at least).
Well, I've tried to bring it up a few times in this thread and the "GM by the nose thread", including with actual play examples and an illustrative quote from Paul Czege. But only The Shaman seems really to have picked up on the point.
I should also add - I don't see the way I play as anything very radical in practice. I'm sure that lots of others run similar games. It's only at the level of describing or theoretically analysing what is going on that brings out the difference from sandboxes and linearity/railroading.
Pawsplay said:I suppose it's possible someone is responsive, but does so randomly and not toward any distinct end. But I think I feel pretty comfortable saying that responsiveness has a tendency to decrease sandboxiness and increase linearlity.
Yes, that's right. And when one of the PCs is a cleric of the Raven Queen then the cultists will be Orcus, not Zehir. And one of the PCs is described as an orphan, then the prisoner/slave will in fact be his long lost mother. Etc etc.A player creates a character who is deathly afraid of snakes, so when the adventurers discover a lost tomb in the desert, the referee decides it's filled with asps and cobras. If the character was afraid of spiders, then it might be full of tarantulas instead.
Did I get that right, pemerton?
That's my view, because under these circumstances there is less and less exploration.Pem - would it be fair to say that the more the DM changes the setting in accordance with the characters being played, the further that campaign strays from being a sandbox?
I agree. That's why I wouldn't normally describe my game as a sandbox.The snakes vs. spiders example is a pretty perfect illustration of a non-sandbox playstyle approach imho (not that there is necessarily anything wrong with that!).
I agree that it is not a sandbox. It doesn't increase linearity (as characterised earlier in this thread, along the lines of "predetermined resolution") because there is no predetermined resolution. Will the PC flee from the snakes or face up to his fear? Will the cleric of the Raven Queen fight the cult, or join them? Will the orphan rescue his mother, or sacrifice her in the course of defeating the cult? No one knows until we actually play the game!I suppose it's possible someone is responsive, but does so randomly and not toward any distinct end. But I think I feel pretty comfortable saying that responsiveness has a tendency to decrease sandboxiness and increase linearlity.
Yes, that's right. And when one of the PCs is a cleric of the Raven Queen then the cultists will be Orcus, not Zehir. And one of the PCs is described as an orphan, then the prisoner/slave will in fact be his long lost mother. Etc etc.
That's my view, because under these circumstances there is less and less exploration.
I agree. That's why I wouldn't normally describe my game as a sandbox.
I agree that it is not a sandbox. It doesn't increase linearity (as characterised earlier in this thread, along the lines of "predetermined resolution") because there is no predetermined resolution. Will the PC flee from the snakes or face up to his fear? Will the cleric of the Raven Queen fight the cult, or join them? Will the orphan rescue his mother, or sacrifice her in the course of defeating the cult? No one knows until we actually play the game!
I agree that it is not a sandbox. It doesn't increase linearity (as characterised earlier in this thread, along the lines of "predetermined resolution") because there is no predetermined resolution. Will the PC flee from the snakes or face up to his fear? Will the cleric of the Raven Queen fight the cult, or join them? Will the orphan rescue his mother, or sacrifice her in the course of defeating the cult? No one knows until we actually play the game!
There certainly is increased linearality. If I know a PC is afraid of snakes, and I include snakes, I've decided we will definitely be addressing that theme. That is obviously a non-random situation that has nothing to do with an imaginary world and everthing with my preference for a particular story element. The advantage of such an approach is that it is focused. The disadvantage is that it is distinctly biased, which means playing to GM and player preferences and away from the unknown. The fact that I create space for the unkown ("Will the PC flee?..." etc etc) does not negate the fact that I have the PC on a linear path toward an encounter of my preference, with a range of possible outcomes that is substantially more predictable than an encounter with less tailored content.