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General Tabletop Discussion
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Sandbox and/or/vs Linear campaigns
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<blockquote data-quote="GrimCo" data-source="post: 9641733" data-attributes="member: 7044462"><p>I tend to run both linear-ish adventures and sandboxes. </p><p></p><p>Linear adventures are usually more work and require players to buy in and create characters that have motive to go on said adventure built into them. They are linear in a sense that there is defined starting point and end point ( with binary outcome - good and bad ending) but road can be straight or twisty, depending on choices players make.</p><p></p><p>Sandboxes on the other hand, i love those. My campaign notes for those are few bullet points (mostly cool monsters i wanna try out). Players get settings description, what happens in the small part of the world they are in, and after that, it's all up to them. This one requires way more engagement on the player side. There is no story arc per se. They need to figure out what their characters wanna do, what motivates them. It's heavy improv, usually zero prep work ( yea, i'm lazy, sue me), but their decisions and actions shape game world. If they say they wanna investigate local thiefs guild, then there is local thiefs guild. If the wanna search for ruins of long lost empire, then there are some ruins. If they wanna just enjoy fantasy slice of life, i can figure something up on the fly.</p></blockquote><p></p>
[QUOTE="GrimCo, post: 9641733, member: 7044462"] I tend to run both linear-ish adventures and sandboxes. Linear adventures are usually more work and require players to buy in and create characters that have motive to go on said adventure built into them. They are linear in a sense that there is defined starting point and end point ( with binary outcome - good and bad ending) but road can be straight or twisty, depending on choices players make. Sandboxes on the other hand, i love those. My campaign notes for those are few bullet points (mostly cool monsters i wanna try out). Players get settings description, what happens in the small part of the world they are in, and after that, it's all up to them. This one requires way more engagement on the player side. There is no story arc per se. They need to figure out what their characters wanna do, what motivates them. It's heavy improv, usually zero prep work ( yea, i'm lazy, sue me), but their decisions and actions shape game world. If they say they wanna investigate local thiefs guild, then there is local thiefs guild. If the wanna search for ruins of long lost empire, then there are some ruins. If they wanna just enjoy fantasy slice of life, i can figure something up on the fly. [/QUOTE]
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