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What makes a Sandbox?
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<blockquote data-quote="Nagol" data-source="post: 5044417" data-attributes="member: 23935"><p>There are different levels of player direction. Most of those levels make the game not-a-sandbox.</p><p></p><p>No player interaction -- no game. The players are essentially listening to narration</p><p></p><p>Player interaction through tactical control of characters is a static universe -- heroquest or equivalent board game.</p><p></p><p>Player interaction through character control limited by DM/OOG constraints -- not a sandbox. This limitation can be a "you don't do that", automatic failure, a railroad track, or the refusal to present any other opportunities to the group until the current one is dealt with.</p><p></p><p>Player interaction through character limited only by environmental constraints -- may be a sandbox depending on how the DM prepares and presents material for interaction</p><p></p><p>Player interaction through character control and collaborative imput into world design -- not a sandbox</p><p></p><p>Player interaction through shared story-telling and narrative control -- collaborative storytelling.</p><p></p><p></p><p>At least as fundamental is how the DM prepares the material for the environment. I think there are a few telling signs the DM can check to see if he is prepared to sandbox.</p><p></p><ul> <li data-xf-list-type="ul">Is the DM willing to live with the campaign consequence of any plot being ignored / refused / undermined?</li> <li data-xf-list-type="ul">Is the DM willing to present the material to the group and abide by their choices as they affect the game world regardless of a preferred outcome?</li> <li data-xf-list-type="ul">Is the DM willing to place any behavioural / action constraints expected of the players into the game environment?</li> <li data-xf-list-type="ul">Is the DM willing to examine the actions of the PCs and have the environment react?</li> </ul><p></p><p>I think sandboxes work best as status quo universes, but I'm uncertain that that is a actual requirement.</p></blockquote><p></p>
[QUOTE="Nagol, post: 5044417, member: 23935"] There are different levels of player direction. Most of those levels make the game not-a-sandbox. No player interaction -- no game. The players are essentially listening to narration Player interaction through tactical control of characters is a static universe -- heroquest or equivalent board game. Player interaction through character control limited by DM/OOG constraints -- not a sandbox. This limitation can be a "you don't do that", automatic failure, a railroad track, or the refusal to present any other opportunities to the group until the current one is dealt with. Player interaction through character limited only by environmental constraints -- may be a sandbox depending on how the DM prepares and presents material for interaction Player interaction through character control and collaborative imput into world design -- not a sandbox Player interaction through shared story-telling and narrative control -- collaborative storytelling. At least as fundamental is how the DM prepares the material for the environment. I think there are a few telling signs the DM can check to see if he is prepared to sandbox. [LIST] [*]Is the DM willing to live with the campaign consequence of any plot being ignored / refused / undermined? [*]Is the DM willing to present the material to the group and abide by their choices as they affect the game world regardless of a preferred outcome? [*]Is the DM willing to place any behavioural / action constraints expected of the players into the game environment? [*]Is the DM willing to examine the actions of the PCs and have the environment react? [/LIST] I think sandboxes work best as status quo universes, but I'm uncertain that that is a actual requirement. [/QUOTE]
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