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<blockquote data-quote="AriochQ" data-source="post: 6697685" data-attributes="member: 6793324"><p>lol I think I detect an age difference! </p><p></p><p>Back in the day (cue flashback special effect) modules were very much standalone. There were sometimes connections allowing you to string one series to another series (A modules, slave pits, leading to G, Giants, leading to D, drow) but those were optional and any module series could be run in isolation.</p><p></p><p>The concept of 'modules' covering levels 1 through 15 is fairly recent in my mind. Pandevler/Dragon Queen/Etc. are not sandbox based on their linear nature. Old school modules could be used as stand alone adventures in a larger campaign setting, so the setting could still be sandbox even though the module probably is not (characters pretty much follow the pre-written adventure path).</p><p></p><p>I think a big part of sandbox is doing enough work so that there is an active, and sufficiently detailed, campaign world for the players to interact with. Scooby Do fails in this regard in that there is zero world outside of the episodic adventures. IMHO, Scooby Do is the opposite of sandbox. Having the option between "Kill A then Kill B" or "Kill B then Kill A" does not make it sandbox. That being said, I am sure there are many interpretations of what makes something 'sandbox' (although I think we can all agree that a box containing sand is 'sandbox').</p></blockquote><p></p>
[QUOTE="AriochQ, post: 6697685, member: 6793324"] lol I think I detect an age difference! Back in the day (cue flashback special effect) modules were very much standalone. There were sometimes connections allowing you to string one series to another series (A modules, slave pits, leading to G, Giants, leading to D, drow) but those were optional and any module series could be run in isolation. The concept of 'modules' covering levels 1 through 15 is fairly recent in my mind. Pandevler/Dragon Queen/Etc. are not sandbox based on their linear nature. Old school modules could be used as stand alone adventures in a larger campaign setting, so the setting could still be sandbox even though the module probably is not (characters pretty much follow the pre-written adventure path). I think a big part of sandbox is doing enough work so that there is an active, and sufficiently detailed, campaign world for the players to interact with. Scooby Do fails in this regard in that there is zero world outside of the episodic adventures. IMHO, Scooby Do is the opposite of sandbox. Having the option between "Kill A then Kill B" or "Kill B then Kill A" does not make it sandbox. That being said, I am sure there are many interpretations of what makes something 'sandbox' (although I think we can all agree that a box containing sand is 'sandbox'). [/QUOTE]
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