Snoweel
First Post
You're arguing that it's impossible to slay dragons in a sandbox setting because you can't slay dragons that aren't there.
No.
I'm arguing that if there are no dragons in a sandbox setting and you want the DM to include some then you should be able to talk to him out of character.
It's simply not true that the only way to do a dragonslaying adventure is to:
(a) Tell the DM you want dragons; and then
(b) Sit on your ass and wait for him to send somebody around the local tavern to tell you where the dragon is.
It is if you've looked everywhere for dragons and not found any.
And for exactly the same reasons, it's simply not true that the only way to confront a world-shaking conspiracy is to sit on your ass and wait for the DM to send someone around to the local tavern and say, "There's a world-shaking conspiracy over yonder!"
Spare me your stupid, one-dimensional strawman examples.
If you'd been paying attention, earlier in the thread I said:
If ... the elements required for the adventure the players and DM have decided upon don't yet exist in the PCs' perceptions - e.g. an Orc horde, a lost Dwarven city, a planar portal, a certain dangerous artifact, etc - then they have to be revealed to the characters (and the players obviously) in a way that maintains verisimilitude.
Supposing the NPC-coming-to-moan-about-it has been overdone lately, then the hook needs to be delivered another way (an Orc patrol, a Dwarven tomb-robber, a wizard's diary, an abandoned village, etc).
Rendering your simplistic example just another dishonest attempt to muddy the waters and make this all about lack of PC proactivity, when clearly the setting is just as likely to be the problem.
If you have a sandbox that doesn't contain any of the things you like, that's a problem.
We agree!
But the problem isn't that you're playing in a sandbox.
I never said it was.
Disavow yourself of the idea that I (or anyone else) has a problem with sandbox play.
Unless 'sandbox play' negates the possibility of collaborative input into world-building (like if the players just find the setting itself boring).
At worse, it's that you're playing in the wrong sandbox.
And, one hopes, a sandbox that may be made right for everybody.
And, honestly, you're far less likely to run into this "you can't find that here" problem in a sandbox (which is designed to have many different options) than in a linear campaign (where you only have one option, and if it isn't what you want to be doing, then you're screwed).
I would hope you're aware that you're stating the obvious, as well as further confusing the issue by essentially claiming that 'sandbox' = any-campaign-that-doesn't-suck.
The purpose of this thread is to define 'sandbox', which you'll see if you look at the thread title. The reason this issue of collaborative world-building has come up is because we want to know if it invalidates an otherwise sandbox campaign as being a 'sandbox'.
You're literally the guy walking into PetSmart and concluding that you can't buy TVs in a store.
No, I would figuratively be that guy. Only I'm not.
You, however, are literally the guy joining the growing number of posters making clumsy and ill-fitting analogies in an attempt to misrepresent any position you disagree with, while trying to look clever.
Correct me if I'm wrong.