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Sandboxes? Forked from Paizo reinvents hexcrawling
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<blockquote data-quote="Desdichado" data-source="post: 5129538" data-attributes="member: 2205"><p>There's a huge difference, because one concerns the behavior of the <em>characters</em>... namely, your example of being assassins, pit fighters, etc., while the other concerns the behavior of the <em>players</em>.</p><p></p><p>Yeah, sorry, I misread that part of your post.</p><p></p><p>I don't think so. I support a more passive cause and effect relationship there, i.e., modules that had a bit more of a "story" framework became more prevalent because people liked them and they sold well. The idea that gamers were conditioned by modules, especially in an environment that's famous (or perhaps infamous, depending on whom you ask, I suppose) for its do-it-yourself attitude seems to be a case of the tail wagging the dog rather than the other way around.</p><p></p><p>I don't think so. But let me ask you a question. When it becomes obvious that the campaign is winding down, either because everyone's losing interest, eyeing some other game, setting or character concept, do you just stop? Or do you try to end the game on a high note by wrapping stuff up? Of does that never happen, and you're actually still just playing the same campaign taht you started, I dunno, years and years ago?</p><p></p><p>I think you're misunderstanding my campaign running style. There aren't any lines attached to mine either, except as I make them up, usually completely on the fly, once the hooks are bitten into. That's just commonly used vocabulary, not meant to be a fully robust analogy with fishing.</p><p></p><p>I do, however, have a decent idea in my mind of major things going on in the setting that the PCs may or may not choose to interact with. I.e., if they bite on a hook, then I have a pretty good idea what the rest of the world is likely to do as a reaction to the PCs actions.</p><p></p><p>But again, that sounds like what you're describing for your game too.</p></blockquote><p></p>
[QUOTE="Desdichado, post: 5129538, member: 2205"] There's a huge difference, because one concerns the behavior of the [I]characters[/I]... namely, your example of being assassins, pit fighters, etc., while the other concerns the behavior of the [I]players[/I]. Yeah, sorry, I misread that part of your post. I don't think so. I support a more passive cause and effect relationship there, i.e., modules that had a bit more of a "story" framework became more prevalent because people liked them and they sold well. The idea that gamers were conditioned by modules, especially in an environment that's famous (or perhaps infamous, depending on whom you ask, I suppose) for its do-it-yourself attitude seems to be a case of the tail wagging the dog rather than the other way around. I don't think so. But let me ask you a question. When it becomes obvious that the campaign is winding down, either because everyone's losing interest, eyeing some other game, setting or character concept, do you just stop? Or do you try to end the game on a high note by wrapping stuff up? Of does that never happen, and you're actually still just playing the same campaign taht you started, I dunno, years and years ago? I think you're misunderstanding my campaign running style. There aren't any lines attached to mine either, except as I make them up, usually completely on the fly, once the hooks are bitten into. That's just commonly used vocabulary, not meant to be a fully robust analogy with fishing. I do, however, have a decent idea in my mind of major things going on in the setting that the PCs may or may not choose to interact with. I.e., if they bite on a hook, then I have a pretty good idea what the rest of the world is likely to do as a reaction to the PCs actions. But again, that sounds like what you're describing for your game too. [/QUOTE]
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