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<blockquote data-quote="chaochou" data-source="post: 5404760" data-attributes="member: 99817"><p>I agree (from learning the hard way) that a sandbox works best with player characters with goals, motives, relatives, NPC friends and enemies, dependents, etc right from the outset.</p><p></p><p>I remember a Runequest game I ran where the group followed an A to B scripted plot very happily for about 15 sessions. They were having a great time. Then they got to the city of Pavis, a place bubbling with scheming, intrigue and insurrection. And with no clear plot lead they were totally lost. Sat in Rowdy Djo Loh's drinking and discussing what they could do instead of actually <em>doing </em>anything.</p><p></p><p>And these were good, experienced, imaginitive players. But the switch from a clear path to loads of alternatives totally threw them off. I think it's because none of them really knew what their characters wanted, had nothing really to achieve without the GM providing 'something to do'. They hadn't needed to think about it.</p><p></p><p>That was badly my fault, switching playstyles on them. But it showed me the need to be clear about the expectations on the players, which in a sandbox is to create 'a character' and not just a bunch of numbers, abilities and equipment.</p></blockquote><p></p>
[QUOTE="chaochou, post: 5404760, member: 99817"] I agree (from learning the hard way) that a sandbox works best with player characters with goals, motives, relatives, NPC friends and enemies, dependents, etc right from the outset. I remember a Runequest game I ran where the group followed an A to B scripted plot very happily for about 15 sessions. They were having a great time. Then they got to the city of Pavis, a place bubbling with scheming, intrigue and insurrection. And with no clear plot lead they were totally lost. Sat in Rowdy Djo Loh's drinking and discussing what they could do instead of actually [I]doing [/I]anything. And these were good, experienced, imaginitive players. But the switch from a clear path to loads of alternatives totally threw them off. I think it's because none of them really knew what their characters wanted, had nothing really to achieve without the GM providing 'something to do'. They hadn't needed to think about it. That was badly my fault, switching playstyles on them. But it showed me the need to be clear about the expectations on the players, which in a sandbox is to create 'a character' and not just a bunch of numbers, abilities and equipment. [/QUOTE]
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