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What is the point of GM's notes?
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<blockquote data-quote="Bedrockgames" data-source="post: 8235320" data-attributes="member: 85555"><p>There is tons of material written on this. The sandbox community has its various blogs, articles, GM advice sections, etc on it. A lot of people have taken the time to write about it. But it is a bit like the early church in the sense that we all came to it from slightly different places and there isn't a 'canonical gospel' on the matter (and I hope there never is one to be honest). A lot of what we are doing is finding the tools that work for us and using them. And Rob Conley does have a step by step guide to making a sandbox. The only issue is that is just an example and it is based on how he personally does it. If I wrote a step by step guide it might look quite different. I think what to keep in mind here is any orientation you see online or in a book to a sandbox is just one GMs take. One problem with that I sometimes see is it sort of becomes gospel for small clusters and then they end up butting heads with people who do it slightly differently. </p><p></p><p>Here is Rob's break down (I can't say how much he would have changed his views on sandbox since putting this out though): <a href="https://batintheattic.blogspot.com/2009/08/how-to-make-fantasy-sandbox.html" target="_blank">How to make a Fantasy Sandbox</a></p><p></p><p>A lot of people like Jeremy Crawford's discussion of Sandbox. </p><p></p><p>If you want procedural breakdowns, the Alexandrian has quite a fe for these styles of games (for me they are probably too procedural but know plenty of people for whom the writings are useful). He did a recent video entry on it: [MEDIA=youtube]mDpoSNmey0c[/MEDIA]</p><p></p><p>My approach revolves more around creating groups and characters with motivations and goals that help serve as fuel, empowering players to take initiative, and rolling with where things go. I don't know that I could provide a step by step guide like Rob. My brain is not as orderly as his is. I have strong beliefs in things like fate being a live factor in play, running the game in a much more wild, emotionally inspired GMing style. Anytime I've tried to lay it out, I think I get it, then when I go back and read something in one of my books or on my blog, I feel like I haven't managed to really get out all the unspoken and unconscious assumptions at play. I think part of that is because it is a constant evolution too.</p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 8235320, member: 85555"] There is tons of material written on this. The sandbox community has its various blogs, articles, GM advice sections, etc on it. A lot of people have taken the time to write about it. But it is a bit like the early church in the sense that we all came to it from slightly different places and there isn't a 'canonical gospel' on the matter (and I hope there never is one to be honest). A lot of what we are doing is finding the tools that work for us and using them. And Rob Conley does have a step by step guide to making a sandbox. The only issue is that is just an example and it is based on how he personally does it. If I wrote a step by step guide it might look quite different. I think what to keep in mind here is any orientation you see online or in a book to a sandbox is just one GMs take. One problem with that I sometimes see is it sort of becomes gospel for small clusters and then they end up butting heads with people who do it slightly differently. Here is Rob's break down (I can't say how much he would have changed his views on sandbox since putting this out though): [URL="https://batintheattic.blogspot.com/2009/08/how-to-make-fantasy-sandbox.html"]How to make a Fantasy Sandbox[/URL] A lot of people like Jeremy Crawford's discussion of Sandbox. If you want procedural breakdowns, the Alexandrian has quite a fe for these styles of games (for me they are probably too procedural but know plenty of people for whom the writings are useful). He did a recent video entry on it: [MEDIA=youtube]mDpoSNmey0c[/MEDIA] My approach revolves more around creating groups and characters with motivations and goals that help serve as fuel, empowering players to take initiative, and rolling with where things go. I don't know that I could provide a step by step guide like Rob. My brain is not as orderly as his is. I have strong beliefs in things like fate being a live factor in play, running the game in a much more wild, emotionally inspired GMing style. Anytime I've tried to lay it out, I think I get it, then when I go back and read something in one of my books or on my blog, I feel like I haven't managed to really get out all the unspoken and unconscious assumptions at play. I think part of that is because it is a constant evolution too. [/QUOTE]
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