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Sandboxes? Forked from Paizo reinvents hexcrawling
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<blockquote data-quote="Umbran" data-source="post: 5122915" data-attributes="member: 177"><p>Why not? That's a description of old school, "kick in the door" kind of play. Lots of "beer and pretzels" games go that way, don't they? Heck, sometimes I want to screw the motivations, and just have some cool fights.</p><p></p><p></p><p></p><p>I think the point is that there is nothing <em>inherent to sandbox</em> that makes it so. For most folks, it is probably reasonable to say that a good sandbox game has many active elements. But you can have bad sandbox that is still technically sandbox. That isn't dependent on the sandbox style, but instead on the GM.</p><p></p><p>Lots of things are not inherent to the style you choose, but instead on the GM.</p></blockquote><p></p>
[QUOTE="Umbran, post: 5122915, member: 177"] Why not? That's a description of old school, "kick in the door" kind of play. Lots of "beer and pretzels" games go that way, don't they? Heck, sometimes I want to screw the motivations, and just have some cool fights. I think the point is that there is nothing [i]inherent to sandbox[/i] that makes it so. For most folks, it is probably reasonable to say that a good sandbox game has many active elements. But you can have bad sandbox that is still technically sandbox. That isn't dependent on the sandbox style, but instead on the GM. Lots of things are not inherent to the style you choose, but instead on the GM. [/QUOTE]
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Sandboxes? Forked from Paizo reinvents hexcrawling
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