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[rant]The conservatism of D&D fans is exhausting.
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<blockquote data-quote="AlViking" data-source="post: 9672935" data-attributes="member: 6906980"><p>No one is ever going to run the idealized pure sandbox. It's impossible. It's the same old "If you don't hit 100% of your goal, you've completely and utterly failed" fallacy. No one in existence has ever had 100% autonomy to do whatever they want. It's like saying a person goes to the store and the shelves are already stocked - it's a railroad!!!</p><p></p><p>If I go to the store I have full autonomy on whether I purchase twinkies, ho-hos, some apples along with dozens or hundreds of other choices. If I've prepped some encounters, NPCs, perhaps a map, the players still have plenty of autonomy on approach. Just like can buy the twinkies if I want or apples. In a game if they decide to get some pears instead of apples I may have to figure out how to use of my apple template to create pears because they're actually pretty close to each other in the context of fruit. That's okay as long as I don't just slap a "pear" label on some apples but actually put thought into changing shape, color and flavor. The fact that they can't buy a car at the grocery store does not mean they have limited autonomy when they had a choice of what type of retail outlet they were headed to in the first place.</p><p></p><p>As MJ once said "You can't always get what you want but if you try sometime you might just find you get what you need." It's the same with sandboxes. You can't achieve a perfect sandbox but you can come close enough.</p></blockquote><p></p>
[QUOTE="AlViking, post: 9672935, member: 6906980"] No one is ever going to run the idealized pure sandbox. It's impossible. It's the same old "If you don't hit 100% of your goal, you've completely and utterly failed" fallacy. No one in existence has ever had 100% autonomy to do whatever they want. It's like saying a person goes to the store and the shelves are already stocked - it's a railroad!!! If I go to the store I have full autonomy on whether I purchase twinkies, ho-hos, some apples along with dozens or hundreds of other choices. If I've prepped some encounters, NPCs, perhaps a map, the players still have plenty of autonomy on approach. Just like can buy the twinkies if I want or apples. In a game if they decide to get some pears instead of apples I may have to figure out how to use of my apple template to create pears because they're actually pretty close to each other in the context of fruit. That's okay as long as I don't just slap a "pear" label on some apples but actually put thought into changing shape, color and flavor. The fact that they can't buy a car at the grocery store does not mean they have limited autonomy when they had a choice of what type of retail outlet they were headed to in the first place. As MJ once said "You can't always get what you want but if you try sometime you might just find you get what you need." It's the same with sandboxes. You can't achieve a perfect sandbox but you can come close enough. [/QUOTE]
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[rant]The conservatism of D&D fans is exhausting.
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