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Running a homebrew campaign is HARD
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<blockquote data-quote="pemerton" data-source="post: 5511049" data-attributes="member: 42582"><p>Well, that may be so. Though it's nevertheless well-intentioned.</p><p></p><p></p><p>I'm looking at the following from the OP:</p><p></p><p></p><p>As I read it, the desire for improvisation is coming first here, and then a sandbox is being turned to as the technique or support for improvisation. But with players who are "leery of striking out on their own" then a sandbox is not necessarily going to work. Now admittedly the OP hasn't said much about his/her players and the group dynamic, but I'm not getting a picture here of players who are into setting exploration as the main goal for play.</p><p></p><p>That's what motivated my suggestion. Instead of trying to hook the players into something that it's not obvious they're looking for, if the OP wants a more dynamic and improv game that requires less prep and less plot management, then there is another alternative - namely, dynamic improv based on the GM responding to the interests and inclinations shown by the players (in the way they build and the way they play their PCs).</p><p></p><p>I think this is true. But if what the OP is hoping to do is to hand more responsibility for driving the game onto the players, thereby reducing his/her own workload, then a sandbox is one way but not the only way. The other, as I said, is for the GM to follow the players' plot points (which then results in the group jointly authoring the adventurep path). Not a sandbox. But still less work for the GM (in my experience) and satisfying for the players (in my experience).</p></blockquote><p></p>
[QUOTE="pemerton, post: 5511049, member: 42582"] Well, that may be so. Though it's nevertheless well-intentioned. I'm looking at the following from the OP: As I read it, the desire for improvisation is coming first here, and then a sandbox is being turned to as the technique or support for improvisation. But with players who are "leery of striking out on their own" then a sandbox is not necessarily going to work. Now admittedly the OP hasn't said much about his/her players and the group dynamic, but I'm not getting a picture here of players who are into setting exploration as the main goal for play. That's what motivated my suggestion. Instead of trying to hook the players into something that it's not obvious they're looking for, if the OP wants a more dynamic and improv game that requires less prep and less plot management, then there is another alternative - namely, dynamic improv based on the GM responding to the interests and inclinations shown by the players (in the way they build and the way they play their PCs). I think this is true. But if what the OP is hoping to do is to hand more responsibility for driving the game onto the players, thereby reducing his/her own workload, then a sandbox is one way but not the only way. The other, as I said, is for the GM to follow the players' plot points (which then results in the group jointly authoring the adventurep path). Not a sandbox. But still less work for the GM (in my experience) and satisfying for the players (in my experience). [/QUOTE]
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