It is no more a matter of a lot of material we expect not to use than it is when we draw up the maps and armies for a game inspired by the Seven Years War or the Second World War.
- emphasis addedIt may not be the case that every piece or every space is directly involved in a battle every game, but the scope contributes to range of different histories possible. Exploring those is what gives a game extended play and replay value...The role-playing game in its seminal form has no ending. Whatever becomes of any single character, whether death or glory, play can always continue with other characters.
How, pray tell?Celebrim said:False analogy, as your own elaboration makes clear.
What's the difference? I certainly intended my references as examples of the latter (in pertinent respects) in any case.... in that in both a complete WWII simulation and a Sandbox ...
It is the very same question of more opportunities to use the same material, whether we distinguish "multiple games" or are looking at the "same game" that has gone on for years.If a roleplaying game is infinite in scope, then the question never becomes one of 'replay value' (as it were), since in theory we could continue in the same game forever.
You can say that as willy-nilly as any sweeping claim -- but that won't make it true! Your view of the game master's role seems simply to be informed by insufficient acquaintance with such wargames. Most particularly, you are ignoring Dungeons & Dragons and its predecessors!In a wargame, for a given tactical scale and operational theater, we can say that the game is 'completely described'.
Men & Magic said:As with any other set of miniatures rules they are guidelines to follow in designing your own fantastic-medieval campaign.
Men & Magic said:We advise, however, that a campaign be begun slowly, following the steps outlined herein, so as to avoid becoming too bogged down with unfamiliar details at first. That way your campaign will build naturally, at the pace best suited to the referee and players, smoothing the way for all concerned. New details can be added and old "laws" altered so as to provide continually new and different situations. In addition, the players themselves will interact in such a way as to make the campaign variable and unique, and this is quite desirable.
There is a reason for that....
this thread was intended as a discussion of practical play to try and maximise fun and minimise recurring complaints associated with sandbox play (like 'directionless' or 'nothing to do').
I'm here to see those ideas. How about you?
...to try and maximise fun and minimise recurring complaints associated with sandbox play (like 'directionless' or 'nothing to do')...