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Sandbox Campaigns should have a Default Action.
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<blockquote data-quote="Bedrockgames" data-source="post: 8713498" data-attributes="member: 85555"><p>What he is describing sounds very much like a sandbox to me. Sandboxes all have a strange relationship with plot. I think most the GM definitely will have active elements in play (things going on the players could get wrapped up in). But these are usually more situations, than structured adventures, and 'plot' is a word many sandbox GMs are a bit allergic to (I think with valid reason, because they are trying to genuinely give the players the ability to explore how they want to). But that is why terms like living world get used. </p><p></p><p>My view is there are different styles of sandbox and every one handles the question of plot differently. I tend to throw in dramatic elements from time to time in mine. But I also make that clear to the party. But the drama is usually character driven drama (i.e. I am not thinking in terms of big cinematic beats, rather I am thinking in terms of drama stemming from NPC and PC motivations, interactions, etc). </p><p></p><p>In a sandbox I think you do have to be careful with things like NPCs approaching the players with quest goals. Stuff like this can happen, but it really needs to be organic. For example if the players go to a sect leader for some other reason (say they are seeking access to a mine he controls or need some artifact or manual in his possession) and you know the guy is dealing with a conflict with a sect in the next town over, it would be totally reasonable for him to ask for their help in contending with the sect in exchange for giving them what they want.</p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 8713498, member: 85555"] What he is describing sounds very much like a sandbox to me. Sandboxes all have a strange relationship with plot. I think most the GM definitely will have active elements in play (things going on the players could get wrapped up in). But these are usually more situations, than structured adventures, and 'plot' is a word many sandbox GMs are a bit allergic to (I think with valid reason, because they are trying to genuinely give the players the ability to explore how they want to). But that is why terms like living world get used. My view is there are different styles of sandbox and every one handles the question of plot differently. I tend to throw in dramatic elements from time to time in mine. But I also make that clear to the party. But the drama is usually character driven drama (i.e. I am not thinking in terms of big cinematic beats, rather I am thinking in terms of drama stemming from NPC and PC motivations, interactions, etc). In a sandbox I think you do have to be careful with things like NPCs approaching the players with quest goals. Stuff like this can happen, but it really needs to be organic. For example if the players go to a sect leader for some other reason (say they are seeking access to a mine he controls or need some artifact or manual in his possession) and you know the guy is dealing with a conflict with a sect in the next town over, it would be totally reasonable for him to ask for their help in contending with the sect in exchange for giving them what they want. [/QUOTE]
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