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<blockquote data-quote="Bedrockgames" data-source="post: 9640919" data-attributes="member: 85555"><p>But that prep doesn't have to point in a linear direction at all. The prep could simply be a situation in a town with no real sense of where that is going. You might have conflicts between groups there, you might have resources being disputed, and political situations unfolding, but there is no obvious 'the adventure is here'. It is very much an evolving set of circumstances where the players are pushing things where they want to go, and the GM reacting, expanding, adjusting and ad libbing. Now some sandboxes will have more linear structures embedded in them. And those are often described in different ways (i.e. subway systems or sandboxes with roads). But I do think the ideal sandbox is one where those kinds of linear pathways are minimized as much as possible (not saying that is the best kind of sandbox, just that does seem to be what people would hold up as the 'platonic sandbox')</p><p></p><p>You are probably not going to find a single way all sandboxes are run though, just like you wouldn't find a single way all adventure paths are run, but that doesn't mean it isn't a structure. As long as there are countless groups playing a given structure, there will be different ways of implementing the structure</p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 9640919, member: 85555"] But that prep doesn't have to point in a linear direction at all. The prep could simply be a situation in a town with no real sense of where that is going. You might have conflicts between groups there, you might have resources being disputed, and political situations unfolding, but there is no obvious 'the adventure is here'. It is very much an evolving set of circumstances where the players are pushing things where they want to go, and the GM reacting, expanding, adjusting and ad libbing. Now some sandboxes will have more linear structures embedded in them. And those are often described in different ways (i.e. subway systems or sandboxes with roads). But I do think the ideal sandbox is one where those kinds of linear pathways are minimized as much as possible (not saying that is the best kind of sandbox, just that does seem to be what people would hold up as the 'platonic sandbox') You are probably not going to find a single way all sandboxes are run though, just like you wouldn't find a single way all adventure paths are run, but that doesn't mean it isn't a structure. As long as there are countless groups playing a given structure, there will be different ways of implementing the structure [/QUOTE]
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