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Respect Mah Authoritah: Thoughts on DM and Player Authority in 5e
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<blockquote data-quote="FrogReaver" data-source="post: 8437305" data-attributes="member: 6795602"><p>Let's explore how a very similar story emerges in living sandbox play.</p><p></p><p>All of this you listed above is backstory and is applicable to living sandbox play as well (only caveat is that the GM would have some power to veto particular background elements). There's no divergence yet assuming the background was accepted.</p><p></p><p></p><p>When it comes to whether the Iron Tower Order has fallen the GM would have some notes regarding them and their enemies. He would then proceed to use a non-player facing mechanic to determine what happened to them. The players wouldn't necessarily learn of this happening unless they went out of their way to explore it.</p><p></p><p></p><p>No issue kicking off a D&D sandbox campaign in such a manner - especially one with so much backstory.</p><p></p><p></p><p>D&D Sandbox players wouldn't necessarily declare their own checks, but instead would say something like I investigate the area for clues about what caused this homestead to be abandoned. I also check the obvious spots for where there might be gold. Drawers, underneath mattresses, chests, etc.</p><p></p><p>Nearly everything so far fits nicely into a D&D sandbox campaign.</p><p></p><p></p><p>And now we have our first major difference with typical D&D sandbox play and story now. Your check for gold determined the presence of the orcs. In a living world sandbox the most likely reason for encountering the orcs might be the PC's lingering to long triggering a behind the scenes GM check to see if the orcs arrived. Most likely the orcs engage the PC's in combat.</p><p></p><p></p><p>Sounds very much like typical D&D living sandbox play. Players can choose to engage or not engage with elements presented.</p><p></p><p></p><p>Very possible in sandbox play (probably based on triggering event) instead of however the Elves were generated in the Story now fiction.</p><p></p><p></p><p>For the same action a D&D GM would probably call for a history check and the playthrough afterwards could be very similar.</p><p></p><p></p><p>Seems very possible for sandbox play (though sandbox play doesn't require such in depth back grounds, though it isn't hostile to them either) just replace duel of wits with persuasion and the same thing happens in living sandbox D&D.</p><p></p><p></p><p>Given how closely the living sandbox play mimics this I don't see why the same things aren't being said of it.</p><p></p><p>And to play devil's advocate a moment - who brought the orcs in, who brought the elves in, the whole situation wasn't about what you as a player brought into the situation - though a good portion of it was?</p></blockquote><p></p>
[QUOTE="FrogReaver, post: 8437305, member: 6795602"] Let's explore how a very similar story emerges in living sandbox play. All of this you listed above is backstory and is applicable to living sandbox play as well (only caveat is that the GM would have some power to veto particular background elements). There's no divergence yet assuming the background was accepted. When it comes to whether the Iron Tower Order has fallen the GM would have some notes regarding them and their enemies. He would then proceed to use a non-player facing mechanic to determine what happened to them. The players wouldn't necessarily learn of this happening unless they went out of their way to explore it. No issue kicking off a D&D sandbox campaign in such a manner - especially one with so much backstory. D&D Sandbox players wouldn't necessarily declare their own checks, but instead would say something like I investigate the area for clues about what caused this homestead to be abandoned. I also check the obvious spots for where there might be gold. Drawers, underneath mattresses, chests, etc. Nearly everything so far fits nicely into a D&D sandbox campaign. And now we have our first major difference with typical D&D sandbox play and story now. Your check for gold determined the presence of the orcs. In a living world sandbox the most likely reason for encountering the orcs might be the PC's lingering to long triggering a behind the scenes GM check to see if the orcs arrived. Most likely the orcs engage the PC's in combat. Sounds very much like typical D&D living sandbox play. Players can choose to engage or not engage with elements presented. Very possible in sandbox play (probably based on triggering event) instead of however the Elves were generated in the Story now fiction. For the same action a D&D GM would probably call for a history check and the playthrough afterwards could be very similar. Seems very possible for sandbox play (though sandbox play doesn't require such in depth back grounds, though it isn't hostile to them either) just replace duel of wits with persuasion and the same thing happens in living sandbox D&D. Given how closely the living sandbox play mimics this I don't see why the same things aren't being said of it. And to play devil's advocate a moment - who brought the orcs in, who brought the elves in, the whole situation wasn't about what you as a player brought into the situation - though a good portion of it was? [/QUOTE]
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Respect Mah Authoritah: Thoughts on DM and Player Authority in 5e
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