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Sandboxes? Forked from Paizo reinvents hexcrawling
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<blockquote data-quote="Ariosto" data-source="post: 5122976" data-attributes="member: 80487"><p>Then you'll have to define 'sandbox' -- and in a way that leaves out the OD&D instructions. If you are going with</p><p> then that <strong>is</strong> what you've got in the OD&D game. There are premises, but no plot. There is not even the set sequence of sub-games often found in video games (whether or not they have any plot in a literary sense). The countless board games with more limited scenarios did not have plot.</p><p></p><p>I don't think it's the case, but I suppose one driver of interest could come from people who have very little exposure to the broader field of board and card cames. Maybe what is really normative in the wider context is a startling novelty to them. The timing could be just a matter of how long it took to develop such an insular demographic, coupled with whenever someone happened to stumble on this "cool thing" and send a "Hey, guys! Look at this!" out on the Internet.</p><p></p><p>Again, I don't think that has much, if anything, to do with it. It must take some doing to be unaware of how so many games work. The freedom to do <em>anything</em>, rather than being limited to a menu of moves, is still the basic assumption even in a 'railroad' (human-moderated) RPG -- the exceptions kick in only when players try to jump the rails. Computer programs with 'tactically' limited menus often offer wide open <em>strategic</em> options, allowing the player to roam freely across the game-world and select his or her objectives.</p></blockquote><p></p>
[QUOTE="Ariosto, post: 5122976, member: 80487"] Then you'll have to define 'sandbox' -- and in a way that leaves out the OD&D instructions. If you are going with then that [b]is[/b] what you've got in the OD&D game. There are premises, but no plot. There is not even the set sequence of sub-games often found in video games (whether or not they have any plot in a literary sense). The countless board games with more limited scenarios did not have plot. I don't think it's the case, but I suppose one driver of interest could come from people who have very little exposure to the broader field of board and card cames. Maybe what is really normative in the wider context is a startling novelty to them. The timing could be just a matter of how long it took to develop such an insular demographic, coupled with whenever someone happened to stumble on this "cool thing" and send a "Hey, guys! Look at this!" out on the Internet. Again, I don't think that has much, if anything, to do with it. It must take some doing to be unaware of how so many games work. The freedom to do [i]anything[/i], rather than being limited to a menu of moves, is still the basic assumption even in a 'railroad' (human-moderated) RPG -- the exceptions kick in only when players try to jump the rails. Computer programs with 'tactically' limited menus often offer wide open [i]strategic[/i] options, allowing the player to roam freely across the game-world and select his or her objectives. [/QUOTE]
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Sandboxes? Forked from Paizo reinvents hexcrawling
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