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*Pathfinder & Starfinder
Sandboxes? Forked from Paizo reinvents hexcrawling
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<blockquote data-quote="Umbran" data-source="post: 5122661" data-attributes="member: 177"><p>I think part of your point is right there. It is what <em>YOU</em> used to just call your D&D campaign. </p><p></p><p>Do remember that hobbyists tend to congregate with similar hobbyists. The gaming circles you operate in are likely (not sure, but likely) to be subtly self-selected for people who share a similar style. So, it is not surprising if you and your group, and other groups you interacted with, looked at things similarly. It is then also not surprising if you came to the thought that everyone did it roughly the same way.</p><p></p><p>However, that is a flawed assumption. There's other ways folks did things. Lots of gamers played via the "series of dungeon crawls" style - the DM chose a module that was level-appropriate, and that was what you played that week. Folks who played this way haven't forgotten a darned thing. </p><p></p><p></p><p></p><p>It seems to me that the suggestion that it has been "completely forgotten" is a vast overstatement. Others have already pointed out that several other games have sandboxy world design.</p><p></p><p>Take a look at the White Wolf games for a moment. Nary a railroad module in sight, but huge amounts of setting information detailing groups in the game world - absolutely ripe for sandbox play! Never mind the reputation that "storytelling" is about forcing the players down a railroad - the most freedom of initiative I've had in games, the most sandboxy experience I've ever played through, has been in White Wolf, not D&D.</p></blockquote><p></p>
[QUOTE="Umbran, post: 5122661, member: 177"] I think part of your point is right there. It is what [I]YOU[/I] used to just call your D&D campaign. Do remember that hobbyists tend to congregate with similar hobbyists. The gaming circles you operate in are likely (not sure, but likely) to be subtly self-selected for people who share a similar style. So, it is not surprising if you and your group, and other groups you interacted with, looked at things similarly. It is then also not surprising if you came to the thought that everyone did it roughly the same way. However, that is a flawed assumption. There's other ways folks did things. Lots of gamers played via the "series of dungeon crawls" style - the DM chose a module that was level-appropriate, and that was what you played that week. Folks who played this way haven't forgotten a darned thing. It seems to me that the suggestion that it has been "completely forgotten" is a vast overstatement. Others have already pointed out that several other games have sandboxy world design. Take a look at the White Wolf games for a moment. Nary a railroad module in sight, but huge amounts of setting information detailing groups in the game world - absolutely ripe for sandbox play! Never mind the reputation that "storytelling" is about forcing the players down a railroad - the most freedom of initiative I've had in games, the most sandboxy experience I've ever played through, has been in White Wolf, not D&D. [/QUOTE]
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Sandboxes? Forked from Paizo reinvents hexcrawling
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