Why we like plot: Our Job as DMs

And if they don't? I'm the GM, I want a goddamn epic quest. If sandbox does not deliver my epic quest then it has failed me! Failed!!

What you cannot do in a sandbox is a railroad. Otherwise, it is pretty open ended.

James Bond, from what I've seen, is reactive. Bad guy makes evil plot, James is told by M to foil evil plot, James foils evil plot.

D&D characters, from what I've seen, are reactive. Bad guys make evil plot/old creepy castle is full of stuff. Players find out about it through story hooks, players foil evil plot/explore old creepy castle.

Obviously, not good sandbox material.

A chain-of-command is non-sandboxy in a similar way. In the classic D&D sandbox the PCs are like ronin - they have no master.

Barring, of course, the clerics with thier temples, the monks, the druids, etc., etc. Are you actually making the claim that, in a sandbox campaign, the PCs cannot become part of, or command a, chain of command?

Why, then, did 3e explicitly remove the implicit chain-of-command materials from the game?

With a superior officer, the PCs are no longer free. No freedom means no sandbox.

Without the ability to snuff out the sun with a thought, the PCs are no longer free. No freedom means no sandbox.

Really?

Would you argue that the real world is not (effectively) a sandbox? Must you be free of any chain of command to be in the real world? Must you be free to sack Macy's or Gimble's without any consequences, or you are not free? :erm:

What's that you say? The PCs are free to desert any time they want? Well then it isn't a chain-of-command game. Sandbox, you have failed me again!!

I agree that the sandbox does not do railroads.

The sandbox says, largely, "Here are the starting conditions. What do you do now?" That allows for any campaign type that the players want to do. It does not allow for the DM to railroad the players.

If you wish to choose what the players do, the sandbox will fail you.

If you wish to choose what setting the players do it in, the general tone of the setting, the mood of the setting, the themes, and what sorts of options are easily accessible, the sandbox is admirable.

But it sucks at railroads.

RC spoke upthread about the great motivational benefits a sandbox brings due to the players being able to freely choose which adventure to undertake. Here, there is no such multiplicity of choice.

Within any setting, there must be restrictions on choice to deal with or to overcome, and consequences for choices made to deal with, or choices are meaningless.

I stand in awe of campaigns that last "years at a time". I really do. IME, campaigns fall apart for any number of reasons, after about 18 months, tops.

Then why do you doubt that the campaigns which last "years at a time" have depth?

When the campaign does not change in any way to fit the characters, how do you gain any depth?

That "the campaign does not change in any way to fit the characters" is a false premise. Until you get rid of this false premise, you are doomed to misunderstanding.

Look at Charles Ryan. With some potential caveats, I agreed that his game would qualify as a sandbox. You say "He gained depth by adapting the campaign world to fit a character in order to gain a more interesting story." I say "He extrapolated from what he knew about the campaign world to determine what the NPCs would do."

He didn't change the cult to match the character. He recognized that the cultists, being cultists, would place a higher value of coincidence than you or I would. If he had, say, a Cult of X, but changed it to a Cult of Y, because Character Z was named Nearly-Y, then it wouldn't be a sandbox. It would be far more in keeping with what you propose -- changing the world to match the characters.

The GM asking himself "What makes sense for these NPCs to do?" isn't a violation of the sandbox game. It is a requirement for a sandbox game. Letting the NPCs do something that makes no sense because it would seem to make a "good story" from the GM's POV, OTOH, is not.

CharlesRyan did the first, not the second.

Upthread, I described a character who included, in his background, that his parents worked with Amoreth the Arcane. He fit his character into the world, and, because of what I knew about Amoreth the Arcane (which he did not at the time the character background was written), his character's connection with the world became enriched.

Consider the PC whose background includes seven brothers, a sister, a mother, and a father who died delving into the Dungeon of Tears. The PC, with a single character, adds nine NPCs to the campaign world, one of whom is (presumably) deceased. This doesn't make the campaign somehow "not a sandbox".

A sandbox world is not fixed, irresolute and untouchable for all time, like some great jewel that the players cannot touch. That would be, perhaps, a "stonebox". Sandboxes change and evolve in whatever way seems natural to the participants. The sandbox seeks to emulate a real world, with real world consistency. And, to be consistent with the real world, this requires actual change.

Go back to the drain example. If the GM knows what is there, the GM should not change it because of PC choices. Indeed, to do so would invalidate the agency of PC choice. But that doesn't mean that the GM should stretch the drain out into 20 encounter areas, either, and thus consume the play session with it.

OTOH, if the GM does not know what is down the drain, he should be ready to go with (in order of importance) whatever seems, first, most consistent with the world, and, secondly, most fun. Again, this is already covered upthread.

The same with "combat plans". It is perfectly valid for the GM to devise plans for what creatures normally do in combat, or are likely to do. If the PCs do something very unlikely, though, those plans become guidelines at best. Indeed, if monsters have a plan of attack, and the PCs throw that plan of attack into disarray, the first thought through my mind is "Morale Check with a healthy penalty!"

If you change the parameters of my examples, then you aren't actually addressing my examples. Can you do the War of the Ring as a sandbox? Certainly. You've shown that. However, can you do EPIC QUEST as a sand box? No, not really, because epic quests require the heroes to actually go on that quest.

If the players desire to go on that quest, then a sandbox can do it just fine. If the players do not, then not so much.

As I said, the sandbox is probably the worst vehicle possible for a railroad. They are pretty well mutually exclusive.

If I want to follow a rough line similar to the books, then a sandbox is not going to do what I want.

Really? I guess that depends upon what you mean by "a rough line similar to the books".

* Characters begin indecisive, not knowing what to do? Check.

* Characters have different ideas about how they should proceed, where they should go, and what their actual quest should be? Check.

* Character death? Check.

* False starts, random encounters, and monsters unrelated to the primary quest? Check.

* Opportunities to veer from the straight course and seek other solutions to the problem? Check.

* Ability for party to split and explore different objectives? Check.

* Follow the book slavishly, making the same choices the literary characters made? Nope. Sandbox does not do railroads.

Note, btw, I said survival horror. That doesn't necessarily mean zombies. But, how is that a sandbox? The players have zero choice in their adventure. They are at location X, the hordes come. There's no choice there.

Granted, there are choices within the scenario - do you go here, do you make a stand, do you walk backwards into the unlit room... that sort of thing. But, even those choices are very, very constrained by the situation. And, typically, you have a very tight time limit or time constraint as well.

A survival horror game is pretty much the antithesis of sandbox.

I can (and have) played both Gamma World and D&D as games where the players have very little in terms of resources, where survival was the order of the day, and where horrific elements abound. As a player. And, believe me, my choices mattered. I died a gruesome and horrible death in both (very fun) campaigns, more than once, but my choices mattered. And both games were sandboxes. Actually, both games were run by the same GM, who was very competent at that sort of game.

Actually, the original Gamma World was a great ruleset for this sort of game. Your PC could be hampered with all sorts of nasty mutations.

I have also run scenarios that, through player action, have turned into survival horror, in normal D&D. Although this isn't the entire world being one of survival horror, there can certainly be places in the world where angels fear to tread (and PCs discover that they are less powerful than they thought they were).

Turn the shoe a moment, though. Upthread, you were certainly vocal about how choices matter despite the outcome being known. I agreed that, so long as the outcome is largely framework, and that there are meaningful choices to be made related to the goal of the game itself (in the above cases, the goal was to survive as long as you could). Why are you suddenly now suggesting that choices don't matter if the odds are good that, sooner or later, you will die?

I say the setting is fixed since, as I understand it, the setting does not change dependent on the characters or the players. The DM starts with the setting, places the characters in that setting and then play starts. Is this an unacceptable definition of sandbox play?

No. See above.

What you are describing is a way to do a sandbox, theoretically, but not particularly the best way. Possibly not even a possible way, except for a very limited setting.

In a wide open campaign, the GM cannot design with any particular goal in mind, since the players may opt to do something entirely different.

Again, I disagree.

The GM can design with a particular goal in mind, so long as the goal is a situation the PCs must deal with rather than something the PCs do.

Easy example: After three years, campaign time, the Fimbrulwinter starts. Everything gets cold, and, unless something is done about it, everything dies.

Heh, btw, on a side note, I'm starting to play in a campaign on Tuesday set in the Discworld universe. From the information I've seen, it's pretty much a sandbox setup. Sounds like a blast.

Let us know how it goes. Perhaps it will clear up some of your misconceptions.



RC
 

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How often is the bridge out in a horror movie? This directly goes against the freedom essential to a sandbox.


Are you really suggesting that monsters cannot remove a bridge in a sandbox, to limit escape routes? :erm:

Or weather? Or time?

I will grant, a priori, that the bridge isn't stable on the way in, and then conveniently out on the way back, but that is hardly the limit of possibility. If the evil necromancer has the bridge rigged to collapse just before his zombie hoard arises, then there's your bridge out. Of course, in this case it might be possible to prevent the bridge from being out in the first place, possibly through examining the structure ("Hey! What are these charges doing here?!?") or through setting a guard.

It isn't the GM's job to ensure that the PCs fail. All the GM need do is give the PCs enough rope, and enough opportunities to use it, and they will hang themselves. Set up areas where horror survival is a possible "adventure" and, sooner or later, you will find yourself running such a scenario.



RC
 
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How is, "The bridge is out" any different from "the forest is impenetrable" or any other really onerous railroading techniques?

The difference is that there in-game reasons why the bridge might be out. You could foreshadow it with approaching storm clouds. The being responsible for the horror situation could detroy the bridge. And as long as you don't stop the players from still trying to cross without the use of the bridge there is no railroad. Deep ravine, dark of night, set the difficulty of crossing appropriately and players invested in their characters shouldn't risk them frivilously.
 





RC said:
Then why do you doubt that the campaigns which last "years at a time" have depth?

Where did I say that?

I ASKED a question. How do you gain depth in a sandbox. Now, apparently my understanding is faulty of what you mean by a sandbox . It was always my understanding that a sandbox was pretty much carved in stone before the players hit the table. Over there is Giant Land, over there is Slaver Land, over there is the Spooky Castle.

Now, apparently, that's false. Spooky castle in a sandbox, can morph into any other castle based on what the DM feels will make a better game. Me, I'd describe that as changing the setting to make a better story. You seem to disagree with that characterization, but, meh, it's a wash in the end.

If a sandbox can be changed at any point in time in order to create a better "experience" (I'd say story, but, apparently that's a bad word) then our playstyles are much closer than you like to think. If everything in the world is fluid until such time as the players interact with it, then what is the criteria for change?

In a "sandbox", why are setting elements being changed for specific groups of players and characters?

Now, you can justify changes however you like. The mindless zombies somehow destroyed the bridge. A freak storm suddenly destroyed the bridge whatever. It's not really important to me. You destroyed the bridge to tell a better story. If the bridge wasn't destroyed, the PC's would just run away and there would be no adventure.

Just because you justify it through in world actions doesn't make it any less story based. It just makes it a lot more believable.
 
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I would just like to add.

Ariosto and RC - I have answered your questions and thus far pretty much ignored the snark. I am not "baiting" as you call it Ariosto and repeatedly RC, you have made some pretty personal comments here. Are your points really so weak that you cannot actually counter my arguments without the personal attacks? This is the third time I've asked that the snark and personal commentary stop.

It's an interesting topic, and one that I'm rather enjoying. It would be nice, however, if you could actually discuss the topic, rather than the poster.
 

I ASKED a question. How do you gain depth in a sandbox. Now, apparently my understanding is faulty of what you mean by a sandbox . It was always my understanding that a sandbox was pretty much carved in stone before the players hit the table. Over there is Giant Land, over there is Slaver Land, over there is the Spooky Castle.

Now, apparently, that's false. Spooky castle in a sandbox, can morph into any other castle based on what the DM feels will make a better game. Me, I'd describe that as changing the setting to make a better story. You seem to disagree with that characterization, but, meh, it's a wash in the end.
I think you are hitting the nail on the head as far as why this discussion is being so lengthy. My personal view of a sandbox is very similar to the #1 hit in google here...
Basically a sandbox game means the DM has a large scale map of the world with 5 to 10 mile wide hexes and markings that state 'here be dragons' {and whatnot}. The DM also has a number of plot hooks and ideas for adventures, kindof a stable of possible session adventures.
Perhaps on the map there is a spooky castle... and since it is there it will always be such {unless someone burns it down}. Now, if the PC's investigate.. then the DM fills in the details as to what is in/at/around the castle based on what would be fun for the group. The PC's adventures then become part of the history of the campaign.
Enough information is littered about that a portion of the game revolves around investigating and preparing for adventures... as opposed to just diving in. This is in part due to the fact that if that spooky castle had been explored by an earlier group of higher level characters, it might be a bit dangerous for the new group to go into.

This may be completely different than what RavenCrowking thinks is a 'sandbox', but my guess is his definition is only shades of degree off... just as yours is shades off from mine. Some people prefer a more fluidic/short memory campaign that insulates the players from non CR-equivilent encounters and reduces the reliance on investigation/world knowledge. Others slide to the other end of the scale of 'set in stone' where you better check up on whats in the next hex.. and come back in a dozen levels or so.

So: Perhaps we should roll this back. You keep asking how to develop depth in a 'sandbox' campaign. Before addressing that, I would need to know what you think a 'sandbox' campaign consists of....

And, to make it intersesting.. RC and Ariosto should answer with thier definition as well...

I bet between those definitions lie the answer to the discussion...
 

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