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<blockquote data-quote="Raven Crowking" data-source="post: 4706373" data-attributes="member: 18280"><p>Ever seen a big fire? I find it unlikely that 18 miles away, no one knows.</p><p></p><p></p><p></p><p>Exactly. A lot of things might happen.</p><p></p><p></p><p></p><p>I have never denied that I do in fact put some DM input into the world (doing so would be foolish) or into what the PCs can have encounters with. Clearly, this is the case, especially when setting up any situation that the PCs can become involved in.</p><p></p><p>This is especially true when the players are new to the world, because they don't generally choose where their PCs begin play, or what their starting resources are (i.e., they don't start with a Ring of Unlimited Wishes simply because they want it). </p><p></p><p>While I would also argue that hooks are okay (in fact, good) in a sandbox, the primary goal of the sandbox DM isn't to showcase his design, but to allow PCs to evolve, and player choice to be the engine of that evolution.</p><p></p><p>As I said earlier, from other discussions, I have the impression that most of the sandbox-type DMs here are non-fudgers when it comes to the dice. After all, fudging the dice to determine what happens invalidates the point of allow the players to make choices.</p><p></p><p>I also have the impression that most of the "There's no difference" folks here are fudgers when it comes to the dice. After all, not fudging the dice to determine what happens invalidates the way they planned the encounters to go.</p><p></p><p>And that is, perhaps, a good encapsulation of the difference: Whose choices does the DM empower? His, or his players'?</p><p></p><p></p><p>RC</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 4706373, member: 18280"] Ever seen a big fire? I find it unlikely that 18 miles away, no one knows. Exactly. A lot of things might happen. I have never denied that I do in fact put some DM input into the world (doing so would be foolish) or into what the PCs can have encounters with. Clearly, this is the case, especially when setting up any situation that the PCs can become involved in. This is especially true when the players are new to the world, because they don't generally choose where their PCs begin play, or what their starting resources are (i.e., they don't start with a Ring of Unlimited Wishes simply because they want it). While I would also argue that hooks are okay (in fact, good) in a sandbox, the primary goal of the sandbox DM isn't to showcase his design, but to allow PCs to evolve, and player choice to be the engine of that evolution. As I said earlier, from other discussions, I have the impression that most of the sandbox-type DMs here are non-fudgers when it comes to the dice. After all, fudging the dice to determine what happens invalidates the point of allow the players to make choices. I also have the impression that most of the "There's no difference" folks here are fudgers when it comes to the dice. After all, not fudging the dice to determine what happens invalidates the way they planned the encounters to go. And that is, perhaps, a good encapsulation of the difference: Whose choices does the DM empower? His, or his players'? RC [/QUOTE]
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