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Sandboxes? Forked from Paizo reinvents hexcrawling
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<blockquote data-quote="Beginning of the End" data-source="post: 5131608" data-attributes="member: 55271"><p>Entertainment.</p><p></p><p>I enjoy seeing the unexpected at my gaming table. It is precisely this form of entertainment that RPGs can uniquely supply. (The only thing even remotely like it is improv theater; and that form is severely limited in practice.)</p><p></p><p></p><p></p><p>I certainly need a GM to get what I want out of an RPG. When I play an RPG I want to <em>roleplay</em>: I want to assume the role of a character and make choices as if I was that character.</p><p></p><p>I don't mind storytelling games, but those types of dissociated mechanics don't scratch the same itch for me. I need someone to provide the game world. But, at the same time, I <em>don't</em> someone taking away my meaningful choices.</p><p></p><p></p><p></p><p>The question is: "What does your character want?"</p><p></p><p>If they can't answer it without having you hold their hands, then you're right: A sandbox isn't for them.</p><p></p><p>Of course, I'm a little confused how these players can simultaneously (a) have no ability to create their own agendas and yet (b) be completely dysfunctional because they all have different agendas and can't cooperate to accomplish their mutual goals.</p><p></p><p>I'll admit that if you really have a group of players that exists in some sort of quantum uncertainty between "herd of cats" and "helplessly comatose", then a sandbox sounds like a really bad idea. You should steer well clear of it.</p></blockquote><p></p>
[QUOTE="Beginning of the End, post: 5131608, member: 55271"] Entertainment. I enjoy seeing the unexpected at my gaming table. It is precisely this form of entertainment that RPGs can uniquely supply. (The only thing even remotely like it is improv theater; and that form is severely limited in practice.) I certainly need a GM to get what I want out of an RPG. When I play an RPG I want to [i]roleplay[/i]: I want to assume the role of a character and make choices as if I was that character. I don't mind storytelling games, but those types of dissociated mechanics don't scratch the same itch for me. I need someone to provide the game world. But, at the same time, I [i]don't[/i] someone taking away my meaningful choices. The question is: "What does your character want?" If they can't answer it without having you hold their hands, then you're right: A sandbox isn't for them. Of course, I'm a little confused how these players can simultaneously (a) have no ability to create their own agendas and yet (b) be completely dysfunctional because they all have different agendas and can't cooperate to accomplish their mutual goals. I'll admit that if you really have a group of players that exists in some sort of quantum uncertainty between "herd of cats" and "helplessly comatose", then a sandbox sounds like a really bad idea. You should steer well clear of it. [/QUOTE]
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Sandboxes? Forked from Paizo reinvents hexcrawling
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