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Sandbox Campaigns should have a Default Action.
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<blockquote data-quote="Scott Christian" data-source="post: 8714220" data-attributes="member: 6901101"><p>My apologies. I promise, it was not meant to be inflammatory, but more like a collective sigh, one in which we can approach the topic without preconceived ideas.</p><p></p><p>I am glad to hear it. Even while reading the original quote that I took this from, it seemed very rigid. </p><p></p><p>And I think what you are typing is, in part, my point. What we call sandbox is still linear. Most of the time it's a railroad. Your above example about the strange lights just leaving the plot arc happens all the time in railroading too. </p><p></p><p>I can see some players being turned off by this. I am not here to espouse what is better or worse, as all tables, DMs and players,, and the player-DM and player-player chemistry are all different. There is no accounting for it. </p><p></p><p>First, I like all of these! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>Second, I am not really trying to do a thought experiment with scenarios. I only used two scenarios to show the similarities. I can see some players being really turned off by this, as there seems to be no real story. Just a bunch of side quests. And if they are threaded together, it seems like the thread is so light, no one will remember it. That said, they all sound fun. But as far as sandboxing goes:</p><p></p><p>You have ten different questlines in one or two play sessions. It seems open, but again, to me, no more open than a regular linear adventure. </p><p></p><p>So this group goes back to town and takes on the tryst between the guard's daughter and thieves' guild. Ok. I assume, if they told the DM this the session before they played it out, the DM is going to prep. Maybe have her sneak away and they have to recover? Draw up some of the thieves' guild houses she might be in? Stat block some of the thieves? Maybe prepare a scene where they do find her with her lover as they are getting married on a pirate ship? Whatever it may be, there is some planning. And that runs linearly. </p><p></p><p>If you insist that the DM makes it all up on the fly. Great. But, I definitely don't think that definition should be sandbox, more like impromptu playing.</p></blockquote><p></p>
[QUOTE="Scott Christian, post: 8714220, member: 6901101"] My apologies. I promise, it was not meant to be inflammatory, but more like a collective sigh, one in which we can approach the topic without preconceived ideas. I am glad to hear it. Even while reading the original quote that I took this from, it seemed very rigid. And I think what you are typing is, in part, my point. What we call sandbox is still linear. Most of the time it's a railroad. Your above example about the strange lights just leaving the plot arc happens all the time in railroading too. I can see some players being turned off by this. I am not here to espouse what is better or worse, as all tables, DMs and players,, and the player-DM and player-player chemistry are all different. There is no accounting for it. First, I like all of these! :) Second, I am not really trying to do a thought experiment with scenarios. I only used two scenarios to show the similarities. I can see some players being really turned off by this, as there seems to be no real story. Just a bunch of side quests. And if they are threaded together, it seems like the thread is so light, no one will remember it. That said, they all sound fun. But as far as sandboxing goes: You have ten different questlines in one or two play sessions. It seems open, but again, to me, no more open than a regular linear adventure. So this group goes back to town and takes on the tryst between the guard's daughter and thieves' guild. Ok. I assume, if they told the DM this the session before they played it out, the DM is going to prep. Maybe have her sneak away and they have to recover? Draw up some of the thieves' guild houses she might be in? Stat block some of the thieves? Maybe prepare a scene where they do find her with her lover as they are getting married on a pirate ship? Whatever it may be, there is some planning. And that runs linearly. If you insist that the DM makes it all up on the fly. Great. But, I definitely don't think that definition should be sandbox, more like impromptu playing. [/QUOTE]
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