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Sandboxes? Forked from Paizo reinvents hexcrawling
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<blockquote data-quote="The Shaman" data-source="post: 5129793" data-attributes="member: 26473"><p>I think a player who can say, "I hit the demon with my axe!" can also say, ""I'll go searching for a demon so I can hit it with my axe!"</p><p></p><p>You don't need to be Tony Robbins.I'll tell you what I remember: many of the people who were publishing adventure modules for roleplaying games were also trying to publish novels, and their literary pretensions leaked in; a few of them actually succeeded, and the gaming publishers with fiction divisions saw the advantages of connecting the dots between novels and adventures.</p><p></p><p>The 'do-it-yourself' attitude of early gaming was replaced by games with multiple published settings and scores of adventures tied to the publishers' fiction divisions. This was the environment in which most gamers after about 1985 or so learned about roleplaying games.Every game I've played has ended not because of anything in the campaign, but because the players could no longer play regularly: going away to college, moving, starting new jobs, or other real-life, out-of-game issues.It's commonly used vocabulary because of the prevalence of story-driven adventures in the hobby, <strong>Hobo</strong>.</p></blockquote><p></p>
[QUOTE="The Shaman, post: 5129793, member: 26473"] I think a player who can say, "I hit the demon with my axe!" can also say, ""I'll go searching for a demon so I can hit it with my axe!" You don't need to be Tony Robbins.I'll tell you what I remember: many of the people who were publishing adventure modules for roleplaying games were also trying to publish novels, and their literary pretensions leaked in; a few of them actually succeeded, and the gaming publishers with fiction divisions saw the advantages of connecting the dots between novels and adventures. The 'do-it-yourself' attitude of early gaming was replaced by games with multiple published settings and scores of adventures tied to the publishers' fiction divisions. This was the environment in which most gamers after about 1985 or so learned about roleplaying games.Every game I've played has ended not because of anything in the campaign, but because the players could no longer play regularly: going away to college, moving, starting new jobs, or other real-life, out-of-game issues.It's commonly used vocabulary because of the prevalence of story-driven adventures in the hobby, [b]Hobo[/b]. [/QUOTE]
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