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What makes a Sandbox?
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<blockquote data-quote="Janx" data-source="post: 5042900" data-attributes="member: 8835"><p>good point.</p><p></p><p>I don't run a sandbox. But I think my player's choices have meaning.</p><p></p><p>At the end of the "last" session, I ask them what they want to work on next. Then I write up material to support pursuit of that goal (like hunt down those pirates).</p><p></p><p>I'd be pretty miffed if at the start of the session, they say, "we changed out minds, we want to start a sewing factory!" Generally, that doesn't happen.</p><p></p><p>If players have a strong active goal, then I make that the focus of the session. If now, it's a side topic interwoven with something I've made up that "affects" them in a way I'm certain they'll deal with.</p><p></p><p>So it's partly GM-directed, and player directed. I prefer it to be player directed with advance warning for me. But I also like the throw in some of my own ideas. Which also inherently happens in player directed. Somebody's gotta come up with challenges to the player's goals, otherwise it'd be boring.</p><p></p><p>I think my point is, don't assume that the only alternative to sandbox play is pre-published DragonLance AdventurePath. Many of us write our adventures the day before the game, and make it fit our players. So I'm saying, it ain't the only way to get player-directed play.</p></blockquote><p></p>
[QUOTE="Janx, post: 5042900, member: 8835"] good point. I don't run a sandbox. But I think my player's choices have meaning. At the end of the "last" session, I ask them what they want to work on next. Then I write up material to support pursuit of that goal (like hunt down those pirates). I'd be pretty miffed if at the start of the session, they say, "we changed out minds, we want to start a sewing factory!" Generally, that doesn't happen. If players have a strong active goal, then I make that the focus of the session. If now, it's a side topic interwoven with something I've made up that "affects" them in a way I'm certain they'll deal with. So it's partly GM-directed, and player directed. I prefer it to be player directed with advance warning for me. But I also like the throw in some of my own ideas. Which also inherently happens in player directed. Somebody's gotta come up with challenges to the player's goals, otherwise it'd be boring. I think my point is, don't assume that the only alternative to sandbox play is pre-published DragonLance AdventurePath. Many of us write our adventures the day before the game, and make it fit our players. So I'm saying, it ain't the only way to get player-directed play. [/QUOTE]
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