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The Good Sandbox Thread [+]
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<blockquote data-quote="Guest&nbsp; 85555" data-source="post: 9646702"><p>I think this is getting at a difference where I am not sure I am going to be able to bridge it for you. If you read the sections I posted, you will certainly get a sense of how I run things. But my aim isn't to have people replicate the same experience I am offering at my table. I made the system so it could run the kind of wuxia sandbox I run, but it doesn't have to. Again, I think we are getting a little into territory that is outside the original post, which was more about a positive take on sandboxes of all stripes. If you are genuinely struggling to understand my points, I would point you to <a href="https://thebedrockblog.blogspot.com" target="_blank">my blog</a> and to the rest of the Wandering Heroes of Ogre Gate rulebook (it is PWYW so you can get it free). But I think we are too close to stylistic debates here so I want to keep my response limited.</p><p></p><p>For clarity, as I said above, I don't seek to make a system that needs to be run so that it is always replicating my table experience. I provide advice on how I achieve it, but even my style and approach can shift from campaign to campaign. For example usually when I start a new sandbox, there is something different from the last one I wish to emphasize and I often tell the players in that campaign I will be treating a key aspect or aspects of the system differently (could be leveling, encounters, etc). But most of what I am doing is trying to bring a sandbox to life for the players to explore and participate in. Encounters are part of keeping that system dynamic. And I like having a reliable system for handling it (so I always use the A) Survival skill rolls based on 2) travel increments and 2) level of danger/traffic or challenge posed by area. This is in my experience a pretty reliable and consistent system. </p><p></p><p>You seem very focused on system producing an experience and leading to decisions. But for me these things largely come from the world, and the system is a tool. I Use many techniques and tools like the ones described in the D&D sections you quoted (this is why I often use 10 minute increments for example in very local locations like dungeons). I don't break things up into stuff like game day. I am not that interested in that type of granularity on that aspect of play (I want it to be more open and organic) </p><p></p><p>I just think you and I have a very different relationship to rules and procedures</p></blockquote><p></p>
[QUOTE="Guest 85555, post: 9646702"] I think this is getting at a difference where I am not sure I am going to be able to bridge it for you. If you read the sections I posted, you will certainly get a sense of how I run things. But my aim isn't to have people replicate the same experience I am offering at my table. I made the system so it could run the kind of wuxia sandbox I run, but it doesn't have to. Again, I think we are getting a little into territory that is outside the original post, which was more about a positive take on sandboxes of all stripes. If you are genuinely struggling to understand my points, I would point you to [URL='https://thebedrockblog.blogspot.com']my blog[/URL] and to the rest of the Wandering Heroes of Ogre Gate rulebook (it is PWYW so you can get it free). But I think we are too close to stylistic debates here so I want to keep my response limited. For clarity, as I said above, I don't seek to make a system that needs to be run so that it is always replicating my table experience. I provide advice on how I achieve it, but even my style and approach can shift from campaign to campaign. For example usually when I start a new sandbox, there is something different from the last one I wish to emphasize and I often tell the players in that campaign I will be treating a key aspect or aspects of the system differently (could be leveling, encounters, etc). But most of what I am doing is trying to bring a sandbox to life for the players to explore and participate in. Encounters are part of keeping that system dynamic. And I like having a reliable system for handling it (so I always use the A) Survival skill rolls based on 2) travel increments and 2) level of danger/traffic or challenge posed by area. This is in my experience a pretty reliable and consistent system. You seem very focused on system producing an experience and leading to decisions. But for me these things largely come from the world, and the system is a tool. I Use many techniques and tools like the ones described in the D&D sections you quoted (this is why I often use 10 minute increments for example in very local locations like dungeons). I don't break things up into stuff like game day. I am not that interested in that type of granularity on that aspect of play (I want it to be more open and organic) I just think you and I have a very different relationship to rules and procedures [/QUOTE]
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