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<blockquote data-quote="Herobizkit" data-source="post: 6396254" data-attributes="member: 36150"><p>[MENTION=6779]The_Gneech[/MENTION], you have successfully described me and my gaming group (I'm player 4). We currently have two games on the go:</p><p></p><p>Our long-term weekly 4e sandbox-esque game is run by Player 1. He loves creating and being in control of everything.</p><p></p><p>Our bi-weekly 5e game is run by Player 4 - me. I'm old and lazy and don't have the drive to run a sandbox campaign to the level that is necessary, so I opted to adapt and run Kingmaker.</p><p></p><p>Truth be told, I am personally tired of sandbox as a gaming model. I _want_ a structured story with a beginning, middle and end. Failing that, I want quick TV-episode style games where reaching the end completes a significant goal, even a small one, that sticks and doesn't require 7-8 more games of more-of-the-same to "clean up the loose threads".</p><p></p><p>The problem with sandbox-style games is that they're largely player-dependent. THEY need to steer the story, THEY need to invest in the game world, THEY need to push th story forward, or in some direction. Maybe they've realized they're tired of sandboxing and now want something with a clear, decisive goal... or maybe they just wanna kick door-bash monsters-get loot for a bit. Or maybe they even want the results of their sandboxing to have a significant, lasting effect on the game world.</p><p></p><p>... But if they can't decide what to do or where to go, maybe they need simpler goals.... or at least _A_ goal.</p><p></p><p>It's not railroading to have a story in place, especially if the events in said story happen with or without the party's involvement. Having a rival adventuring troupe doing the 'quests' the players should be doing may be enough to get them going.</p></blockquote><p></p>
[QUOTE="Herobizkit, post: 6396254, member: 36150"] [MENTION=6779]The_Gneech[/MENTION], you have successfully described me and my gaming group (I'm player 4). We currently have two games on the go: Our long-term weekly 4e sandbox-esque game is run by Player 1. He loves creating and being in control of everything. Our bi-weekly 5e game is run by Player 4 - me. I'm old and lazy and don't have the drive to run a sandbox campaign to the level that is necessary, so I opted to adapt and run Kingmaker. Truth be told, I am personally tired of sandbox as a gaming model. I _want_ a structured story with a beginning, middle and end. Failing that, I want quick TV-episode style games where reaching the end completes a significant goal, even a small one, that sticks and doesn't require 7-8 more games of more-of-the-same to "clean up the loose threads". The problem with sandbox-style games is that they're largely player-dependent. THEY need to steer the story, THEY need to invest in the game world, THEY need to push th story forward, or in some direction. Maybe they've realized they're tired of sandboxing and now want something with a clear, decisive goal... or maybe they just wanna kick door-bash monsters-get loot for a bit. Or maybe they even want the results of their sandboxing to have a significant, lasting effect on the game world. ... But if they can't decide what to do or where to go, maybe they need simpler goals.... or at least _A_ goal. It's not railroading to have a story in place, especially if the events in said story happen with or without the party's involvement. Having a rival adventuring troupe doing the 'quests' the players should be doing may be enough to get them going. [/QUOTE]
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