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*Pathfinder & Starfinder
Sandboxes? Forked from Paizo reinvents hexcrawling
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 5122587" data-attributes="member: 710"><p>If I am not mistaken, it is possible to have "dungeon sandboxes", too. But I still agree that more stuff in the wilderness would be cool.</p><p></p><p>In fact, in my online campaign, I think I've had not a single dungeon so far. It just never came up, and the story felt much more natural going on under free air. ("Offline" I am running the Hx/Px/Ex series, and those are dungeon heavy).</p><p></p><p>Not that I would want to describe my campaign as sandbox, but I think generally more city and more wilderness adventures would be my preference.</p><p></p><p></p><p></p><p>I would try to avoid "simulationism" and similar GNS terms for sandboxes. I think they are misleading and it seems to set up false conflicts. You end up trying to define a term with another term and then conclude that this doesn't work out. Maybe your initial assumptions is simply wrong. It's not about "simulationism".</p><p></p><p>There is one aspect of "immersion" - you can see and explore all the facets of the world - within the expected limitations. (Like not flying to locations that require a helicopter before you have a helicopter). You don't follow a specific plot line that is handed to you - you can choose any thread you find, or create your own. Of course there are other, practical metagame considerations (like the DM can't prepare a real, fully defined world for you, so some stuff will not be predefined and might not be "ready" for exploration).</p><p></p><p>Whether a sandbox is "static" in that only the PCs intervention can change things, or not, might be dependent on the DM. It might even be something "natural" for the situation, depending on how it is designed. Either way, it doesn't have to be a problem for the group itself, and it is still clearly distinct from an adventure path that the players have to follow.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 5122587, member: 710"] If I am not mistaken, it is possible to have "dungeon sandboxes", too. But I still agree that more stuff in the wilderness would be cool. In fact, in my online campaign, I think I've had not a single dungeon so far. It just never came up, and the story felt much more natural going on under free air. ("Offline" I am running the Hx/Px/Ex series, and those are dungeon heavy). Not that I would want to describe my campaign as sandbox, but I think generally more city and more wilderness adventures would be my preference. I would try to avoid "simulationism" and similar GNS terms for sandboxes. I think they are misleading and it seems to set up false conflicts. You end up trying to define a term with another term and then conclude that this doesn't work out. Maybe your initial assumptions is simply wrong. It's not about "simulationism". There is one aspect of "immersion" - you can see and explore all the facets of the world - within the expected limitations. (Like not flying to locations that require a helicopter before you have a helicopter). You don't follow a specific plot line that is handed to you - you can choose any thread you find, or create your own. Of course there are other, practical metagame considerations (like the DM can't prepare a real, fully defined world for you, so some stuff will not be predefined and might not be "ready" for exploration). Whether a sandbox is "static" in that only the PCs intervention can change things, or not, might be dependent on the DM. It might even be something "natural" for the situation, depending on how it is designed. Either way, it doesn't have to be a problem for the group itself, and it is still clearly distinct from an adventure path that the players have to follow. [/QUOTE]
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