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<blockquote data-quote="ThirdWizard" data-source="post: 6196060" data-attributes="member: 12037"><p>Isn't this basically what a sandbox game is? The players explore the world, take on whatever challenges they want, and the story comes out in the reaction of the world to the PCs' actions.</p><p></p><p>But, there are degrees to player proactivity.</p><p></p><p>I'm currently running a game set in the Fallout world where the PCs' vault is dying. It's basically a lost cause at this point. The game revolves around the characters trying to prepare for this eventuality. They can do whatever they think needs to be done to accomplish this. They set their own goals and play based on the results they get. It's not 100% player-driven. The basic premise, after all, is what I handed them. But, gameplay is player-driven. If they want to make a town for their fellow vault-dwellers to live, if they want to expand a current town, if they want to form alliances, or trade agreements, or search out a G.E.C.K. it's all up to them. </p><p></p><p>I ran an Planescape game back in the day under the premise that I would bring up tons of options and by the middle of the game, everything that happened was based on the things the players had taken an interest in during the first half. It worked out really well. Probably the best campaign I ever ran.</p><p></p><p>The key is, I think, options and questions. Give the players lots of options and ask them what they like. Ask them what they want to do. Ask them where they want to take the characters. Let them take part in building the world to get them really invested. Then push the players to take their own initiative in the world.</p></blockquote><p></p>
[QUOTE="ThirdWizard, post: 6196060, member: 12037"] Isn't this basically what a sandbox game is? The players explore the world, take on whatever challenges they want, and the story comes out in the reaction of the world to the PCs' actions. But, there are degrees to player proactivity. I'm currently running a game set in the Fallout world where the PCs' vault is dying. It's basically a lost cause at this point. The game revolves around the characters trying to prepare for this eventuality. They can do whatever they think needs to be done to accomplish this. They set their own goals and play based on the results they get. It's not 100% player-driven. The basic premise, after all, is what I handed them. But, gameplay is player-driven. If they want to make a town for their fellow vault-dwellers to live, if they want to expand a current town, if they want to form alliances, or trade agreements, or search out a G.E.C.K. it's all up to them. I ran an Planescape game back in the day under the premise that I would bring up tons of options and by the middle of the game, everything that happened was based on the things the players had taken an interest in during the first half. It worked out really well. Probably the best campaign I ever ran. The key is, I think, options and questions. Give the players lots of options and ask them what they like. Ask them what they want to do. Ask them where they want to take the characters. Let them take part in building the world to get them really invested. Then push the players to take their own initiative in the world. [/QUOTE]
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