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Why do RPGs have rules?
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<blockquote data-quote="Bedrockgames" data-source="post: 9075343" data-attributes="member: 85555"><p>If I understand your use, yes this does exist in sandbox play but that is maybe half of what is going on. Improv, spontaneity, creating things in response to what the players are doing is at least 50 percent of it in my view. </p><p></p><p></p><p></p><p>Keep in mind the plotting of story as seen in stuff like Dragonlance (which I am not knocking to be clear) would be seen as quite antithetical to most sandbox campaigns. Yes certainly you can have setting lore too. That is often an important component. But more critical to sandbox is the promise that the players can set their own goals, do what they want, go where they want (obviously within the constraints of what is plausible). So a majority of the time you are creating in response to player actions. Even when you create material between sessions that is often a direct result of what the players are choosing to focus on. </p><p></p><p>But if preloading includes everything from the lists provided I am not sure how useful it is as an idea. The examples range from tables to NPCS, to the system itself. That seems overly broad here to me (and not something I would say is limited to styles labeled simulation).</p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 9075343, member: 85555"] If I understand your use, yes this does exist in sandbox play but that is maybe half of what is going on. Improv, spontaneity, creating things in response to what the players are doing is at least 50 percent of it in my view. Keep in mind the plotting of story as seen in stuff like Dragonlance (which I am not knocking to be clear) would be seen as quite antithetical to most sandbox campaigns. Yes certainly you can have setting lore too. That is often an important component. But more critical to sandbox is the promise that the players can set their own goals, do what they want, go where they want (obviously within the constraints of what is plausible). So a majority of the time you are creating in response to player actions. Even when you create material between sessions that is often a direct result of what the players are choosing to focus on. But if preloading includes everything from the lists provided I am not sure how useful it is as an idea. The examples range from tables to NPCS, to the system itself. That seems overly broad here to me (and not something I would say is limited to styles labeled simulation). [/QUOTE]
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