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What is *worldbuilding* for?
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<blockquote data-quote="Nagol" data-source="post: 7330746" data-attributes="member: 23935"><p>A quibble here, the levers aren't necessarily meant to act as a key for a specific lock. They aren't designed to be counters to specific challenges, in general. They exist to wreak change on an apparently stable environment. A particular lever might be able to help with an obstacle, but that is likely to be more of a side effect.</p><p></p><p>I don't think player agency is substantially affected the size of the sandbox. Take a look at a sandbox at the Imperium in Traveller: if the PCs are in system the Spinward Marches, an incident in Hiver Space on the opposite side of the empire may be beyond the PC's reach, but they have the agency to adjust that once they hear of the event. In a sandbox, if the players are "far" from an area in terms of receiving information or having the reach to respond, <em>it's a choice they made</em>. Agency is not reduced for the reach and information flow the game assumes for the type of PCs in play just because the sandbox is bigger, their ability to react as PCs is only smaller in a relative sense. By necessity, the information about events from the larger sandbox needs to be condensed during transfer to the players which is why players need to be strongly proactive in a sandbox and signal what they are interested in.</p></blockquote><p></p>
[QUOTE="Nagol, post: 7330746, member: 23935"] A quibble here, the levers aren't necessarily meant to act as a key for a specific lock. They aren't designed to be counters to specific challenges, in general. They exist to wreak change on an apparently stable environment. A particular lever might be able to help with an obstacle, but that is likely to be more of a side effect. I don't think player agency is substantially affected the size of the sandbox. Take a look at a sandbox at the Imperium in Traveller: if the PCs are in system the Spinward Marches, an incident in Hiver Space on the opposite side of the empire may be beyond the PC's reach, but they have the agency to adjust that once they hear of the event. In a sandbox, if the players are "far" from an area in terms of receiving information or having the reach to respond, [I]it's a choice they made[/I]. Agency is not reduced for the reach and information flow the game assumes for the type of PCs in play just because the sandbox is bigger, their ability to react as PCs is only smaller in a relative sense. By necessity, the information about events from the larger sandbox needs to be condensed during transfer to the players which is why players need to be strongly proactive in a sandbox and signal what they are interested in. [/QUOTE]
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