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What style of RPG Adventures do you prefer ?
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<blockquote data-quote="howandwhy99" data-source="post: 5914988" data-attributes="member: 3192"><p>I've begun to think a computer sandbox game is largely static and waits for the player to take action. <em>Minecraft </em>and <em>Dwarf Fortress </em>are prototypical computer sandbox games. </p><p></p><p>(Now people have actually made dynamic worlds out of these going so far as to programming in them)</p><p></p><p><img src="http://www.wired.com/images_blogs/gadgetlab/2010/10/craddock_ben.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p><a href="https://www.youtube.com/watch?v=LGkkyKZVzug" target="_blank">https://www.youtube.com/watch?v=LGkkyKZVzug</a></p><p></p><p>The goal for me is to embed enough of the players desires and characters backgrounds into the world so a small introductory adventure will lead to more goals set by the players. However, even if this doesn't work, enough of the world isn't just going to sit still while your PC might. Wandering Monsters happen, but so do starvation, poverty, and plain ol' theft.</p><p></p><p>I like to pare down as small as possible, but with more complexity of game play with each rule. The game is a kind of 3D variant of Conway's Game of Life. [3D+ actually, lots of dimensions in D&D] While the original CGoL had only 2-3 rules depending on how you parse them, I track quite a few more, but far, far less than most games would make you suspect. </p><p></p><p>It really isn't about needing a book of 100s or 1000s of options, though having these prepped is nice. It's more about only ever needing to track what the players have and added and what I have and might add, if not beaten to the punch. And only for session to session. Overbuilding wouldn't work for me, if I wanted, but I do see such settings in sandbox games. They can be great, like a huge, professionally designed adventure book, but I want to be able to have room enough for the players/characters setting growth matter too.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 5914988, member: 3192"] I've begun to think a computer sandbox game is largely static and waits for the player to take action. [I]Minecraft [/I]and [I]Dwarf Fortress [/I]are prototypical computer sandbox games. (Now people have actually made dynamic worlds out of these going so far as to programming in them) [IMG]http://www.wired.com/images_blogs/gadgetlab/2010/10/craddock_ben.jpg[/IMG] [url]https://www.youtube.com/watch?v=LGkkyKZVzug[/url] The goal for me is to embed enough of the players desires and characters backgrounds into the world so a small introductory adventure will lead to more goals set by the players. However, even if this doesn't work, enough of the world isn't just going to sit still while your PC might. Wandering Monsters happen, but so do starvation, poverty, and plain ol' theft. I like to pare down as small as possible, but with more complexity of game play with each rule. The game is a kind of 3D variant of Conway's Game of Life. [3D+ actually, lots of dimensions in D&D] While the original CGoL had only 2-3 rules depending on how you parse them, I track quite a few more, but far, far less than most games would make you suspect. It really isn't about needing a book of 100s or 1000s of options, though having these prepped is nice. It's more about only ever needing to track what the players have and added and what I have and might add, if not beaten to the punch. And only for session to session. Overbuilding wouldn't work for me, if I wanted, but I do see such settings in sandbox games. They can be great, like a huge, professionally designed adventure book, but I want to be able to have room enough for the players/characters setting growth matter too. [/QUOTE]
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