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*Pathfinder & Starfinder
Sandboxes? Forked from Paizo reinvents hexcrawling
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<blockquote data-quote="Raven Crowking" data-source="post: 5129092" data-attributes="member: 18280"><p>I granted the same, upthread, as an "end of world" scenario. I would agree that players may choose to stop playing (obviously), but that this is not a "goal" of the sandbox. Certainly not in the way that an end condition is a goal of an Adventure Path.</p><p></p><p></p><p></p><p>But, as you point out, hardly alone! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p></p><p></p><p></p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /></p><p></p><p>You're not alone.</p><p></p><p></p><p></p><p>My experience is the opposite.</p><p></p><p>I certainly grant that, right now, players who are introduced to the hobby through WotC-D&D seem to have a much harder time grasping the concept than those introduced through TSR-D&D, but I suspect that this is largely a matter of presentation.</p><p></p><p>IMHO, it is a good idea to start a sandbox with a firm goal of some sort (i.e., a treasure map, or something similar), and throw out at least three hooks (links to other possible adventures) in each session while the PCs pursue that initial goal. Some of these hooks may point to the same location. Some might be banal. Some might be beyond the PCs at this point.</p><p></p><p>The main idea is to get them doing something, and then to provide them with some ideas of what else they could be doing.</p><p></p><p></p><p></p><p>That seems a fairly simple example to keep track of!</p><p></p><p>All the GM has to do is think, "What happened this session? Who was involved? How does that affect future events?"</p><p></p><p></p><p>RC</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 5129092, member: 18280"] I granted the same, upthread, as an "end of world" scenario. I would agree that players may choose to stop playing (obviously), but that this is not a "goal" of the sandbox. Certainly not in the way that an end condition is a goal of an Adventure Path. But, as you point out, hardly alone! :D :lol: You're not alone. My experience is the opposite. I certainly grant that, right now, players who are introduced to the hobby through WotC-D&D seem to have a much harder time grasping the concept than those introduced through TSR-D&D, but I suspect that this is largely a matter of presentation. IMHO, it is a good idea to start a sandbox with a firm goal of some sort (i.e., a treasure map, or something similar), and throw out at least three hooks (links to other possible adventures) in each session while the PCs pursue that initial goal. Some of these hooks may point to the same location. Some might be banal. Some might be beyond the PCs at this point. The main idea is to get them doing something, and then to provide them with some ideas of what else they could be doing. That seems a fairly simple example to keep track of! All the GM has to do is think, "What happened this session? Who was involved? How does that affect future events?" RC [/QUOTE]
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