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Sandboxes? Forked from Paizo reinvents hexcrawling
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<blockquote data-quote="Rechan" data-source="post: 5123054" data-attributes="member: 54846"><p>Except that you can define a genre, go over its tenets, say what it is and isn't, etc etc. Same with business process. I can tell you all the qualities of the "Noir" genre, define it, explain how it's been used, different ways it's been used, etc etc.</p><p></p><p>But you're saying it's too vague to define.</p><p></p><p>And to me that's not very different from a plot game. Or at least, any game that I've ever done? As I said, the Pcs can leave at any time, come across any hooks they want, and follow them.</p><p></p><p>I think it's a gross mischaracterization to reply to "Everything is in stasis" with "You can't have every single person active!"</p><p></p><p>The point being that if there's a Cult in the cave over there, stealing people in order to sacrifice for a Ritual, and the PCs pass that cave without going in, then the ritual takes place and something happens because of their inaction. The stuff that you PUT in your sandbox will continue to happen, even if the PCs don't show up, not that you need to micromanage the day to day lives of every single NPC. The PCs aren't to be concerned with the farmhouses and the tax collectors etc, they're not relevant to the game, so bringing them up in response is really a mischaracterization of the point I'm trying to make.</p><p></p><p>And using the Cult Stealing People and Doing Bad Things, the PCs can walk across it and discover it, the PCs can address it, or they can leave it alone. But the Cult Stealing People <em>is</em> a plot. Just like a plot in a plot game. The only difference is that there are pre-made, multiple mini-plots.</p></blockquote><p></p>
[QUOTE="Rechan, post: 5123054, member: 54846"] Except that you can define a genre, go over its tenets, say what it is and isn't, etc etc. Same with business process. I can tell you all the qualities of the "Noir" genre, define it, explain how it's been used, different ways it's been used, etc etc. But you're saying it's too vague to define. And to me that's not very different from a plot game. Or at least, any game that I've ever done? As I said, the Pcs can leave at any time, come across any hooks they want, and follow them. I think it's a gross mischaracterization to reply to "Everything is in stasis" with "You can't have every single person active!" The point being that if there's a Cult in the cave over there, stealing people in order to sacrifice for a Ritual, and the PCs pass that cave without going in, then the ritual takes place and something happens because of their inaction. The stuff that you PUT in your sandbox will continue to happen, even if the PCs don't show up, not that you need to micromanage the day to day lives of every single NPC. The PCs aren't to be concerned with the farmhouses and the tax collectors etc, they're not relevant to the game, so bringing them up in response is really a mischaracterization of the point I'm trying to make. And using the Cult Stealing People and Doing Bad Things, the PCs can walk across it and discover it, the PCs can address it, or they can leave it alone. But the Cult Stealing People [I]is[/I] a plot. Just like a plot in a plot game. The only difference is that there are pre-made, multiple mini-plots. [/QUOTE]
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