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Sandboxes? Forked from Paizo reinvents hexcrawling
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<blockquote data-quote="Ariosto" data-source="post: 5127408" data-attributes="member: 80487"><p>Decidedly non-"sandbox" games may "wander" more rather than less. Not all GMs with plots offer epic novels; others work in episodic form. I recall a D&Der's reference a while ago to "a string of Brigadoons" (places that seem to appear for just one adventure, hardly even heard of before and never mentioned again).</p><p></p><p>I've seen a few campaigns like that, mostly made of series of published scenarios. When the GM is directing the action, characters are in my experience a lot more likely suddenly to shift operations to a different country, continent, planet, star system, or galactic sector (as applicable).</p><p></p><p>The GM knows that The Adventure of the Automatons' Rebellion is waiting there, but the players may not have had any reason to consider embarking for that place. </p><p></p><p>Left to their own ends, players are in my experience a lot more likely to seek to expand on what they know. Exploration fills in blanks at the edge of their geographic map, and also adds levels of detail to locales and relationships already familiar in broad strokes.</p></blockquote><p></p>
[QUOTE="Ariosto, post: 5127408, member: 80487"] Decidedly non-"sandbox" games may "wander" more rather than less. Not all GMs with plots offer epic novels; others work in episodic form. I recall a D&Der's reference a while ago to "a string of Brigadoons" (places that seem to appear for just one adventure, hardly even heard of before and never mentioned again). I've seen a few campaigns like that, mostly made of series of published scenarios. When the GM is directing the action, characters are in my experience a lot more likely suddenly to shift operations to a different country, continent, planet, star system, or galactic sector (as applicable). The GM knows that The Adventure of the Automatons' Rebellion is waiting there, but the players may not have had any reason to consider embarking for that place. Left to their own ends, players are in my experience a lot more likely to seek to expand on what they know. Exploration fills in blanks at the edge of their geographic map, and also adds levels of detail to locales and relationships already familiar in broad strokes. [/QUOTE]
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