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What Can We Learn from CRPGS?
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<blockquote data-quote="Jaeger" data-source="post: 8151235" data-attributes="member: 27996"><p>The GM always has to do prep for RPG's. Even to run an introductory module. Having to do some prep negate out of the box sandbox play? By that standard no RPG is ready to play so much as a starter set module 'out of the box', because the GM would have to still do some prep to run it. That's a ridiculous standard to hold over RPG's.</p><p></p><p>You don't have to work up 100's of locations in advance. That would be silly. You have a faulty idea of how much prep it takes to run a sandbox campaign.</p><p></p><p>You can do entire sandbox campaign with the PC's perusing their own goals. And the GM throwing possible <em>Adventure Hooks aka the random quest</em> at the PC's does not = railroad/non-sandbox. PC's <em>always</em> have a choice as the GM is not forcing them into some preplanned storyline for the campaign.</p><p></p><p></p><p></p><p></p><p>Yes, that is the kind of sandbox play that is done by RPG's. many fantasy RPG's have random tables to roll on for all these kind of things. There is no core plotline in any well run campaign.</p><p></p><p>Seems you are comparing what you can do in videogames to the 'Adventure path' standard that has reared its head since 3e D&D.</p><p></p><p></p><p></p><p></p><p>Point out what what videogames can't do? The obvious is obvious. And if they aren't obvious to you, then this whole little debate we are having is completely futile.</p><p></p><p>It's apparent that what you want out of your gaming experiences is more in line to what videogames deliver: You prefer the visual input and production values of videogames (willingly accepting their limitations to have it), to the minds eye of imagination. That's fine.</p></blockquote><p></p>
[QUOTE="Jaeger, post: 8151235, member: 27996"] The GM always has to do prep for RPG's. Even to run an introductory module. Having to do some prep negate out of the box sandbox play? By that standard no RPG is ready to play so much as a starter set module 'out of the box', because the GM would have to still do some prep to run it. That's a ridiculous standard to hold over RPG's. You don't have to work up 100's of locations in advance. That would be silly. You have a faulty idea of how much prep it takes to run a sandbox campaign. You can do entire sandbox campaign with the PC's perusing their own goals. And the GM throwing possible [I]Adventure Hooks aka the random quest[/I] at the PC's does not = railroad/non-sandbox. PC's [I]always[/I] have a choice as the GM is not forcing them into some preplanned storyline for the campaign. Yes, that is the kind of sandbox play that is done by RPG's. many fantasy RPG's have random tables to roll on for all these kind of things. There is no core plotline in any well run campaign. Seems you are comparing what you can do in videogames to the 'Adventure path' standard that has reared its head since 3e D&D. Point out what what videogames can't do? The obvious is obvious. And if they aren't obvious to you, then this whole little debate we are having is completely futile. It's apparent that what you want out of your gaming experiences is more in line to what videogames deliver: You prefer the visual input and production values of videogames (willingly accepting their limitations to have it), to the minds eye of imagination. That's fine. [/QUOTE]
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