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What makes a Sandbox?
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<blockquote data-quote="Umbran" data-source="post: 5042081" data-attributes="member: 177"><p>No, I am not, at least insofar as I am presenting some of what I perceive to be historical background. There is also a vocal contingent of folks who would call you and me heretic for suggesting that tailoring for level-appropriateness is allowed in "real" sandbox play. </p><p></p><p>Mind you, I am not a purist. I am happy to talk separately about plot/adventure construction and encounter design. </p><p></p><p>I, however, would not use the term "linear" for plot construction, simply because it confuses the fact that the DM knows where they are going next with a more causal (or spacial) linearity - that the DM can force the players from point A to point B does not mean those two points are in any way related in the plot(s).</p><p></p><p>Yes, that means I have to be careful, because I use "tailored" as terms for both for plot and encounter design. I find that less confusing.</p><p></p><p></p><p></p><p>Being pedantic - no, the party does not get to decide if they serve the dragon. That's the dragon's choice. They can choose to grovel/offer their services. But having done so, whether they ultimately serve, or are served with BBQ sauce, is still entirely up to the dragon. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" /></p><p></p><p>Or, if the players do decide for the dragon, we are now drifting into the realm of cooperative storytelling - which I'm pretty sure is not where we want to be...</p></blockquote><p></p>
[QUOTE="Umbran, post: 5042081, member: 177"] No, I am not, at least insofar as I am presenting some of what I perceive to be historical background. There is also a vocal contingent of folks who would call you and me heretic for suggesting that tailoring for level-appropriateness is allowed in "real" sandbox play. Mind you, I am not a purist. I am happy to talk separately about plot/adventure construction and encounter design. I, however, would not use the term "linear" for plot construction, simply because it confuses the fact that the DM knows where they are going next with a more causal (or spacial) linearity - that the DM can force the players from point A to point B does not mean those two points are in any way related in the plot(s). Yes, that means I have to be careful, because I use "tailored" as terms for both for plot and encounter design. I find that less confusing. Being pedantic - no, the party does not get to decide if they serve the dragon. That's the dragon's choice. They can choose to grovel/offer their services. But having done so, whether they ultimately serve, or are served with BBQ sauce, is still entirely up to the dragon. :P Or, if the players do decide for the dragon, we are now drifting into the realm of cooperative storytelling - which I'm pretty sure is not where we want to be... [/QUOTE]
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