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Why I think you should try 4e (renamed)
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<blockquote data-quote="Herremann the Wise" data-source="post: 4862604" data-attributes="member: 11300"><p>I'm not really jiving with your logic or analogies here. Can you please expand further or explain a little more clearly? Sandbox play to my mind is more built on the characters interacting within a stable well-defined world, not with a focus on character-tailored encounters (what I perceive to be the focus of 4E). Willingness to explore comes from the motivation of the characters (and players), not from less swingy combat.</p><p></p><p>Every campaign that our group plays is pretty much a sandbox style game - it's what our group enjoys. There is an internal logic to the world and an average militia-man guarding his village will be of the same standard, regardless of where his village is. Part of the fun however, is working out what adventures seem possible, while what other ones seem too hard or difficult. In one game, our group passed up on finding the ancient red dragon and relieving him/her of a certain gem instead preferring the "easier side-quest" of Return to the Tomb of Horrors.</p><p></p><p>To my way of thinking, I don't feel like 4E would capture the incredible danger we all felt taking on something that we knew was too tough. There's just too much of an in-built safety net mechanically speaking. Am I perceiving 4E wrong in this regard?</p><p></p><p>Best Regards</p><p>Herremann the Wise</p></blockquote><p></p>
[QUOTE="Herremann the Wise, post: 4862604, member: 11300"] I'm not really jiving with your logic or analogies here. Can you please expand further or explain a little more clearly? Sandbox play to my mind is more built on the characters interacting within a stable well-defined world, not with a focus on character-tailored encounters (what I perceive to be the focus of 4E). Willingness to explore comes from the motivation of the characters (and players), not from less swingy combat. Every campaign that our group plays is pretty much a sandbox style game - it's what our group enjoys. There is an internal logic to the world and an average militia-man guarding his village will be of the same standard, regardless of where his village is. Part of the fun however, is working out what adventures seem possible, while what other ones seem too hard or difficult. In one game, our group passed up on finding the ancient red dragon and relieving him/her of a certain gem instead preferring the "easier side-quest" of Return to the Tomb of Horrors. To my way of thinking, I don't feel like 4E would capture the incredible danger we all felt taking on something that we knew was too tough. There's just too much of an in-built safety net mechanically speaking. Am I perceiving 4E wrong in this regard? Best Regards Herremann the Wise [/QUOTE]
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