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<blockquote data-quote="Staffan" data-source="post: 9641640" data-attributes="member: 907"><p>And vice versa. You could have a campaign where the overall goal is set as well as certain milestones (even if they're only known to the GM), but parts of it are smaller sandboxes. For example, maybe the PCs have learned that the Emerald Claw are up to no good in Thronehold, and need to deal with their operations there before moving on to another thing. But exactly what they do in Thronehold is up to them, and not everything in Thronehold is about the Emerald Claw – there are lots of factions there, each with their own different goals and methods. That's a sandbox as part of an overall linear campaign.</p><p></p><p>And to be fair, in D&D the limited sandbox is probably preferable, on account of the massive power difference between low and high level. I am reminded of the old computer game series Quest for Glory, where each installment feels fairly sandboxy but is actually pretty linear – you can roam the games pretty freely, but there are many places where you need to do A before doing B which in turn allows you to do C. But it feels sandboxy because you're rarely prompted on where to go – it's more that you'll run into something you can't handle and then need to wander about until you find the solution. And while you're doing that you'll run into other seemingly unrelated things. But anyway, what I was getting at was that the game series has five different parts that each have a specified ending, and at the end of each (other than part V) you move on to the next game which takes place in a completely different region of the world. So of course you can keep the skills, spells, and (some of) the items you had in the last game, but the new region is calibrated against that power level so a character that could kick the butt of anything Spielburg had to offer is still pretty vulnerable to the dangers of Shapeir.</p></blockquote><p></p>
[QUOTE="Staffan, post: 9641640, member: 907"] And vice versa. You could have a campaign where the overall goal is set as well as certain milestones (even if they're only known to the GM), but parts of it are smaller sandboxes. For example, maybe the PCs have learned that the Emerald Claw are up to no good in Thronehold, and need to deal with their operations there before moving on to another thing. But exactly what they do in Thronehold is up to them, and not everything in Thronehold is about the Emerald Claw – there are lots of factions there, each with their own different goals and methods. That's a sandbox as part of an overall linear campaign. And to be fair, in D&D the limited sandbox is probably preferable, on account of the massive power difference between low and high level. I am reminded of the old computer game series Quest for Glory, where each installment feels fairly sandboxy but is actually pretty linear – you can roam the games pretty freely, but there are many places where you need to do A before doing B which in turn allows you to do C. But it feels sandboxy because you're rarely prompted on where to go – it's more that you'll run into something you can't handle and then need to wander about until you find the solution. And while you're doing that you'll run into other seemingly unrelated things. But anyway, what I was getting at was that the game series has five different parts that each have a specified ending, and at the end of each (other than part V) you move on to the next game which takes place in a completely different region of the world. So of course you can keep the skills, spells, and (some of) the items you had in the last game, but the new region is calibrated against that power level so a character that could kick the butt of anything Spielburg had to offer is still pretty vulnerable to the dangers of Shapeir. [/QUOTE]
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