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<blockquote data-quote="Imaculata" data-source="post: 7273740" data-attributes="member: 6801286"><p>In my sandbox campaigns, the players are always torn between various choices. While they are free to go anywhere they like, there are often a few pressing matters that limit their choices some what (or you could say they limit their own choices, by having priorities).</p><p></p><p>-Do we travel to the nearby island of Salt, and find answers to many of our questions?</p><p>-Do we travel to the dwarves, and try to form an alliance with them?</p><p>-Do we explore this other new island that we've discovered, and rid it of the evil that dwells there?</p><p>-Do we go shopping at the nearest city?</p><p>-Do we help one of our players get his dragon familiar, by visiting an island where supposedly a dragon lives?</p><p>-Do we start building our base?</p><p></p><p>All of these choices will lead to an exciting adventure. There are no dead ends, where they just find nothing. But occasionally they run into the plot, and the game takes on a more cinematic structure. Right now my players find themselves at the start of a huge naval battle. That is not something they can simply ignore... well they could, but they wouldn't, because it would mean a huge loss. But when that battle is done with, all options are on the table once again. Because even a sandbox does not exclude the possibility for cinematic moments.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 7273740, member: 6801286"] In my sandbox campaigns, the players are always torn between various choices. While they are free to go anywhere they like, there are often a few pressing matters that limit their choices some what (or you could say they limit their own choices, by having priorities). -Do we travel to the nearby island of Salt, and find answers to many of our questions? -Do we travel to the dwarves, and try to form an alliance with them? -Do we explore this other new island that we've discovered, and rid it of the evil that dwells there? -Do we go shopping at the nearest city? -Do we help one of our players get his dragon familiar, by visiting an island where supposedly a dragon lives? -Do we start building our base? All of these choices will lead to an exciting adventure. There are no dead ends, where they just find nothing. But occasionally they run into the plot, and the game takes on a more cinematic structure. Right now my players find themselves at the start of a huge naval battle. That is not something they can simply ignore... well they could, but they wouldn't, because it would mean a huge loss. But when that battle is done with, all options are on the table once again. Because even a sandbox does not exclude the possibility for cinematic moments. [/QUOTE]
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