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What makes a Sandbox?
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<blockquote data-quote="Janx" data-source="post: 5044314" data-attributes="member: 8835"><p>so a sandbox can have a location based emphasis.</p><p></p><p>a DM makes a ton of locations in all directions around the PC.</p><p></p><p>I would assume that the DM might plan out to a certain radius. If the PCs venture farther, he'd stop the game and make more content, or make it up on the fly, as such "making new content at the edges" is just a function of resolving the PCs looking at what's not been documented yet.</p><p></p><p>As for whether a murder mystery can happen, it assumes a murder happens. If the PCs declare they open a detective agency, it's proably obvious to the DM to make some murders. Otherwise, the thought may never occur to the DM (unless he has some tables for random crimes that happen in the area.</p><p></p><p>If it is a simple crime, clue A leads to clue B leads to the killer. Assuming the PCs actively investigate, it's fairly flexible in how long it might take (1 day, 2 days). This might still qualify as 'sandbox'. Much like a trip to room 5 in the dungeon, there's a fairly obvious path (from the GM's perspective) as a natural linear adventure, but the timing doesn't really matter, nor is it hard to deal with players doing something else.</p><p></p><p>If there's some series of murders for a ritual (and a few more murders remain) or the bad guy has a time table of other tasks and places to be, there's some linear elements. Does that in turn makes writing the adventure less "sandboxy" and more AdventurePathy?</p><p></p><p>I suspect time tables and such encourage a certain style of content writing, namely adventure path.</p></blockquote><p></p>
[QUOTE="Janx, post: 5044314, member: 8835"] so a sandbox can have a location based emphasis. a DM makes a ton of locations in all directions around the PC. I would assume that the DM might plan out to a certain radius. If the PCs venture farther, he'd stop the game and make more content, or make it up on the fly, as such "making new content at the edges" is just a function of resolving the PCs looking at what's not been documented yet. As for whether a murder mystery can happen, it assumes a murder happens. If the PCs declare they open a detective agency, it's proably obvious to the DM to make some murders. Otherwise, the thought may never occur to the DM (unless he has some tables for random crimes that happen in the area. If it is a simple crime, clue A leads to clue B leads to the killer. Assuming the PCs actively investigate, it's fairly flexible in how long it might take (1 day, 2 days). This might still qualify as 'sandbox'. Much like a trip to room 5 in the dungeon, there's a fairly obvious path (from the GM's perspective) as a natural linear adventure, but the timing doesn't really matter, nor is it hard to deal with players doing something else. If there's some series of murders for a ritual (and a few more murders remain) or the bad guy has a time table of other tasks and places to be, there's some linear elements. Does that in turn makes writing the adventure less "sandboxy" and more AdventurePathy? I suspect time tables and such encourage a certain style of content writing, namely adventure path. [/QUOTE]
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