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Sandboxes? Forked from Paizo reinvents hexcrawling
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<blockquote data-quote="The Shaman" data-source="post: 5130202" data-attributes="member: 26473"><p>Seriously, <strong>Hobo</strong>? <em>No one</em> in any roleplaying game you've <em>ever</em> played decided that his character would hunt demons or dragons or vampires or giants? You've never encountered a player who couldn't self-direct even that tiny bit?Most published adventures for <em>D&D</em> at that time started their lives as tournament modules, so no, I wouldn't expect them to be.They coincided with peak interest in tabletop roleplaying as a hobby. Of course they sold well. And they also convinced a generation of gamers that was how to play the game.No, actually that is the point. I've never run a game that wound down, because we played as long as we could until out-of-game issues overtook it, so your question is irrelevant to my experience.Again I beg to differ.</p><p></p><p>You tell me that you don't really use plots, so 'plot hook' is just a convenient expression. But why is it a convenient expression? Because it's used by a broad swath of gamers. And why is that? Because plots are part of preparing adventures for most gamers.</p><p></p><p>So when a gamer on a message board starts talking about running a game that doesn't have plots or plot hooks, it might pique the interest of a gamer who's never really done it any other way.</p><p></p><p>And that's directly on point to your initial post.</p></blockquote><p></p>
[QUOTE="The Shaman, post: 5130202, member: 26473"] Seriously, [b]Hobo[/b]? [I]No one[/I] in any roleplaying game you've [I]ever[/I] played decided that his character would hunt demons or dragons or vampires or giants? You've never encountered a player who couldn't self-direct even that tiny bit?Most published adventures for [i]D&D[/i] at that time started their lives as tournament modules, so no, I wouldn't expect them to be.They coincided with peak interest in tabletop roleplaying as a hobby. Of course they sold well. And they also convinced a generation of gamers that was how to play the game.No, actually that is the point. I've never run a game that wound down, because we played as long as we could until out-of-game issues overtook it, so your question is irrelevant to my experience.Again I beg to differ. You tell me that you don't really use plots, so 'plot hook' is just a convenient expression. But why is it a convenient expression? Because it's used by a broad swath of gamers. And why is that? Because plots are part of preparing adventures for most gamers. So when a gamer on a message board starts talking about running a game that doesn't have plots or plot hooks, it might pique the interest of a gamer who's never really done it any other way. And that's directly on point to your initial post. [/QUOTE]
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