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The many types of Sandboxes and Open-World Campaigns
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<blockquote data-quote="overgeeked" data-source="post: 8652053" data-attributes="member: 86653"><p>In my experience, unless you bash players over the head, and sometimes even when you do, they still won't "get it". But it's your game and you know your players better than I ever will.</p><p></p><p>Absolutely. That's why I mentioned you needing to be okay with the players simply skipping the citadels. Some open-world players will treat it like a hexcrawl no matter what you do. Some will treat it like a linear railroad no matter how many choices you give them. But the point is to give them agency and to let them use that agency no matter what. If they end up holed up in the first citadel and turn that into their homebase from which to take over the region...then you have to be willing to roll with it.</p><p></p><p>Or they refuse to drink and die of dehydration. I've had players in my West Marches game simply park it in the starting town and never leave. It's a safe place with zero adventure. And the player just wanted to be a shopkeeper. So I retired that character and asked the player to make an adventurer, they declined, so that was that. Kept the character around as an NPC and they occasionally pop up, but they're not out adventuring.</p><p></p><p>In my experience, they're more likely to get sidetracked on those things and ignore the "mission," especially if it's not time sensitive...and adding a time element to the "mission" is another can of worms. This is all part of the inherent tension of running an open world with a story or mission. That's literally the topic of the video I linked above. It might be really helpful.</p></blockquote><p></p>
[QUOTE="overgeeked, post: 8652053, member: 86653"] In my experience, unless you bash players over the head, and sometimes even when you do, they still won't "get it". But it's your game and you know your players better than I ever will. Absolutely. That's why I mentioned you needing to be okay with the players simply skipping the citadels. Some open-world players will treat it like a hexcrawl no matter what you do. Some will treat it like a linear railroad no matter how many choices you give them. But the point is to give them agency and to let them use that agency no matter what. If they end up holed up in the first citadel and turn that into their homebase from which to take over the region...then you have to be willing to roll with it. Or they refuse to drink and die of dehydration. I've had players in my West Marches game simply park it in the starting town and never leave. It's a safe place with zero adventure. And the player just wanted to be a shopkeeper. So I retired that character and asked the player to make an adventurer, they declined, so that was that. Kept the character around as an NPC and they occasionally pop up, but they're not out adventuring. In my experience, they're more likely to get sidetracked on those things and ignore the "mission," especially if it's not time sensitive...and adding a time element to the "mission" is another can of worms. This is all part of the inherent tension of running an open world with a story or mission. That's literally the topic of the video I linked above. It might be really helpful. [/QUOTE]
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