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What makes a Sandbox?
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<blockquote data-quote="Janx" data-source="post: 5042964" data-attributes="member: 8835"><p>As a non-sandboxer, let me clarify something as to why I'm bothering with this thread...</p><p></p><p>This thread is about "what makes a sandbox".</p><p></p><p>If you make a statement of "X makes it a sandbox" and "X" applies to my non-sandbox and possibly most every style, then you have failed to make a valid conclusion of what makes a sandbox.</p><p></p><p>For instance, my game uses player-direction (perhaps some less than a sandbox, or at least some people's sandboxes).</p><p></p><p>Therefore "player-direction makes it a sandbox" is not valid summary.</p><p></p><p>"Sandboxes heavily rely on player-direction" is a totally fine and probably true statement.</p><p></p><p>My point is, be aware that just because sandboxes use a technique or have a trait, doesn't mean other styles don't.</p><p></p><p>My hunch is that a sandbox has predominant traits that other styles don't. It seems "Adventure Path" is the opposite of sandbox (and maybe my style is in the middle somewhere).</p><p></p><p>If I propose that if their's and easy long road, and a short hard road and that making the encounters on both roads be the same is "bad DMing", it would hold that it is bad DMing to do in Adventure Path or in sandbox. Thus it is not relevant to the definition of sandbox.</p><p></p><p>In fact, I would expect Adventure Path to offer such choices and enforce their impact BECAUSE it is less open an environment (thus must create artificial examples of choices to be made).</p><p></p><p>Get what I'm saying?</p></blockquote><p></p>
[QUOTE="Janx, post: 5042964, member: 8835"] As a non-sandboxer, let me clarify something as to why I'm bothering with this thread... This thread is about "what makes a sandbox". If you make a statement of "X makes it a sandbox" and "X" applies to my non-sandbox and possibly most every style, then you have failed to make a valid conclusion of what makes a sandbox. For instance, my game uses player-direction (perhaps some less than a sandbox, or at least some people's sandboxes). Therefore "player-direction makes it a sandbox" is not valid summary. "Sandboxes heavily rely on player-direction" is a totally fine and probably true statement. My point is, be aware that just because sandboxes use a technique or have a trait, doesn't mean other styles don't. My hunch is that a sandbox has predominant traits that other styles don't. It seems "Adventure Path" is the opposite of sandbox (and maybe my style is in the middle somewhere). If I propose that if their's and easy long road, and a short hard road and that making the encounters on both roads be the same is "bad DMing", it would hold that it is bad DMing to do in Adventure Path or in sandbox. Thus it is not relevant to the definition of sandbox. In fact, I would expect Adventure Path to offer such choices and enforce their impact BECAUSE it is less open an environment (thus must create artificial examples of choices to be made). Get what I'm saying? [/QUOTE]
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