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Sandboxes? Forked from Paizo reinvents hexcrawling
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<blockquote data-quote="KidSnide" data-source="post: 5126074" data-attributes="member: 54710"><p>OK. Well, rather than try to explain what you meant, I'll just say why I thought your comment was good advice, and I'll let you explain if you intended it differently.</p><p></p><p>To my mind, a good story based design starts with the question of what the PCs are going to do, and then provides the support for the GM to adjudicate those actions. Typically, this would involve some well described situations, as well as some events that could take place in response to the expected PC actions. (Again, in a good story game, the PCs have meaningful options so there is a good chunk of material that wouldn't get used in any given implementation.)</p><p></p><p>In contrast, story games that are about things that happen to PCs tend focus more on the NPCs and the only role the PCs have is to foil the NPCs' plans (or, less common, to fail at foiling the NPC schemes). Alternatively, you get something very railroady where the GM/author wants the PCs to do something very specific and makes things happen to the PCs to induce the "right" actions. </p><p></p><p>-KS</p></blockquote><p></p>
[QUOTE="KidSnide, post: 5126074, member: 54710"] OK. Well, rather than try to explain what you meant, I'll just say why I thought your comment was good advice, and I'll let you explain if you intended it differently. To my mind, a good story based design starts with the question of what the PCs are going to do, and then provides the support for the GM to adjudicate those actions. Typically, this would involve some well described situations, as well as some events that could take place in response to the expected PC actions. (Again, in a good story game, the PCs have meaningful options so there is a good chunk of material that wouldn't get used in any given implementation.) In contrast, story games that are about things that happen to PCs tend focus more on the NPCs and the only role the PCs have is to foil the NPCs' plans (or, less common, to fail at foiling the NPC schemes). Alternatively, you get something very railroady where the GM/author wants the PCs to do something very specific and makes things happen to the PCs to induce the "right" actions. -KS [/QUOTE]
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