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The Good Sandbox Thread [+]
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<blockquote data-quote="Bedrockgames" data-source="post: 9646732" data-attributes="member: 85555"><p>I don’t think I am abandoning anything as the system isn’t D&D. But the way I came to sandbox was as a fusion of the living adventure concept I have mentioned and sandbox. I found sandbox after serious frustration with paths, by going back to things like AD&D, Basic, Retroclones, participating in discussions. If I remember correctly it started when I picked Isle of Dread again, then read the 1E DMG again, and started to realize many of the older techniques and approaches I vaguely recalled from when I first started had a lot to offer. But I took what worked for me. I didn’t take every procedure and took whole cloth. A lot of the techniques were things I picked up from 2E as well (living adventure I first encountered in a 2E module)</p><p></p><p></p><p></p><p></p><p>Again I don’t see myself as changing anything but as building the system towards what I was trying to do. So with Ogre Gate, I built that so I could have wandering heroes and martial artists inhabiting a jianghu where the spirit of play was sandbox but with elements of drama and other adventure features. I also was trying to make as many if the mechanics and meta resources as diegetic as I could because I was writing with immersion sandbox players in mind. But to my previous point, I want players to engage the world, the characters and the drama, not the procedures. The procedures are for me so I can do things fairly, so I can be surprised, etc.</p><p></p><p>Lots of people use those procedures from old D&D to good effect in a sandbox. I use some procedure like them. But I wanted something more flexible. So by making encounter time increments scalable to location, danger, intensity (really whatever the GM wants) that adds a lot for me in terms of being to do a number of things (like reflect his dangerous a place is). I see it like a dial and GMs can use it for different reasons</p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 9646732, member: 85555"] I don’t think I am abandoning anything as the system isn’t D&D. But the way I came to sandbox was as a fusion of the living adventure concept I have mentioned and sandbox. I found sandbox after serious frustration with paths, by going back to things like AD&D, Basic, Retroclones, participating in discussions. If I remember correctly it started when I picked Isle of Dread again, then read the 1E DMG again, and started to realize many of the older techniques and approaches I vaguely recalled from when I first started had a lot to offer. But I took what worked for me. I didn’t take every procedure and took whole cloth. A lot of the techniques were things I picked up from 2E as well (living adventure I first encountered in a 2E module) Again I don’t see myself as changing anything but as building the system towards what I was trying to do. So with Ogre Gate, I built that so I could have wandering heroes and martial artists inhabiting a jianghu where the spirit of play was sandbox but with elements of drama and other adventure features. I also was trying to make as many if the mechanics and meta resources as diegetic as I could because I was writing with immersion sandbox players in mind. But to my previous point, I want players to engage the world, the characters and the drama, not the procedures. The procedures are for me so I can do things fairly, so I can be surprised, etc. Lots of people use those procedures from old D&D to good effect in a sandbox. I use some procedure like them. But I wanted something more flexible. So by making encounter time increments scalable to location, danger, intensity (really whatever the GM wants) that adds a lot for me in terms of being to do a number of things (like reflect his dangerous a place is). I see it like a dial and GMs can use it for different reasons [/QUOTE]
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