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<blockquote data-quote="Bedrockgames" data-source="post: 9642045" data-attributes="member: 85555"><p>But modern sandbox isn't the same as those pre-Hickman modules. And not all sandboxes, even ones calling themselves pure, are the same thing. I think part of the divide, is while many people running sandboxes today are indeed inspired heavily by old school approaches and models, we are far from locked into that mode of play and we take what we feel works, and add what we feel enhances. I think a lot of modern sandboxes for example are a lot more character driven than many of those old modules for instance. And Hickman added things that sandbox people use. The way Strahd is explained in the context of Ravenloft. How he is expected to freely move around, that is an important idea many styles of play embrace, sandbox included. And that is what the living adventure concept comes from that I mentioned in Feast of Goblyns in another thread (the </p><p></p><p></p><p>[ATTACH=full]403024[/ATTACH]</p><p></p><p>[ATTACH=full]403025[/ATTACH]</p><p></p><p>And this very much is rooted in the original module from Hickman:</p><p></p><p>[ATTACH=full]403026[/ATTACH]</p><p></p><p>I feel like we oversimplify when we talk about Hickman's impact on the hobby. Yes there was definitely a shift to story and Hickman did embrace story, but these styles and techniques are also not petrified pieces of wood or chemicals that can never be mixed together. The is a lot of fruit to harvest from Hickman's approach that can be perfectly portable into a sandbox</p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 9642045, member: 85555"] But modern sandbox isn't the same as those pre-Hickman modules. And not all sandboxes, even ones calling themselves pure, are the same thing. I think part of the divide, is while many people running sandboxes today are indeed inspired heavily by old school approaches and models, we are far from locked into that mode of play and we take what we feel works, and add what we feel enhances. I think a lot of modern sandboxes for example are a lot more character driven than many of those old modules for instance. And Hickman added things that sandbox people use. The way Strahd is explained in the context of Ravenloft. How he is expected to freely move around, that is an important idea many styles of play embrace, sandbox included. And that is what the living adventure concept comes from that I mentioned in Feast of Goblyns in another thread (the [ATTACH type="full" size="504x259"]403024[/ATTACH] [ATTACH type="full" size="510x208"]403025[/ATTACH] And this very much is rooted in the original module from Hickman: [ATTACH type="full" size="844x391"]403026[/ATTACH] I feel like we oversimplify when we talk about Hickman's impact on the hobby. Yes there was definitely a shift to story and Hickman did embrace story, but these styles and techniques are also not petrified pieces of wood or chemicals that can never be mixed together. The is a lot of fruit to harvest from Hickman's approach that can be perfectly portable into a sandbox [/QUOTE]
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