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Sandbox Campaigns should have a Default Action.
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<blockquote data-quote="Bedrockgames" data-source="post: 8713482" data-attributes="member: 85555"><p>Every sandbox and group is a bit different. A sandbox does have a conversational element that is important for figuring out where things might go. But if I have 5 players, and I am not trying to provide a plot, I simply ask them what do they do? Now there ought to be things in the setting, conflicts, NPCs acting on their goals, threats of various kinds, legends, rumors, etc. But ultimately it often boils down to the players responding by saying something like "well are there any X in town?". If there are they might say "Great I am going to go there and ask about doing Y". As a GM running a sandbox I do try to keep things alive. Sometimes there will be proactive elements that intersect with them, sometimes there will be things rolled on tables, but the players should be free to totally ignore those things if they want, or interact with them in very unexpected ways if they want (for instance a bully rolls into town with his minions and starts taking over casinos: maybe instead of trying to stop him, the players ask to join his organization. In a sandbox you never really know and you are expected to go more with the flow when players reject things, when they initiate things, when they put things together in the setting in ways you didn't expect.</p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 8713482, member: 85555"] Every sandbox and group is a bit different. A sandbox does have a conversational element that is important for figuring out where things might go. But if I have 5 players, and I am not trying to provide a plot, I simply ask them what do they do? Now there ought to be things in the setting, conflicts, NPCs acting on their goals, threats of various kinds, legends, rumors, etc. But ultimately it often boils down to the players responding by saying something like "well are there any X in town?". If there are they might say "Great I am going to go there and ask about doing Y". As a GM running a sandbox I do try to keep things alive. Sometimes there will be proactive elements that intersect with them, sometimes there will be things rolled on tables, but the players should be free to totally ignore those things if they want, or interact with them in very unexpected ways if they want (for instance a bully rolls into town with his minions and starts taking over casinos: maybe instead of trying to stop him, the players ask to join his organization. In a sandbox you never really know and you are expected to go more with the flow when players reject things, when they initiate things, when they put things together in the setting in ways you didn't expect. [/QUOTE]
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