The Shaman
First Post
Whereas I understand it to be a positive example of a status quo setting.This is what I've understood to be the (somewhat) negative definition of a sandbox.
First, in my experience a group of high-level characters showing off their awesomeness on weaker but still deserving foes tends to make for a fun encounter.One thing makes me curious though. I've experienced both first and second hand the horror stories of low-level PCs stumbling upon a dragon and suffering a TPK. Has anyone ever heard of sessions where high-level PCs stumble upon the band of orcs? I haven't experienced that flip-side of the coin. Would you find such a non-challenge of an evening of gaming fun? I know I wouldn't, just as I wouldn't find being slaughtered by a dragon that we "accidentally" found being very fun.
A group of mid-high level characters in my 3e campaign were confronted by a swarm of first level bandits while travelling; the players talked about that encounter for weeks afterward, of the many ways they sliced and diced and fricaseed the hapless would-be brigands. And they received accolades from a neaby villagers for clearing the road of the menace to the settlement; the players reveled in the rock star treatment for quite a while, actually.
Second, a status quo setting (I'm getting tired of the ways 'sandbox' is being misused in this thread, so I'm going to go back to the older, pre-video game descriptive phrase) isn't challenge after challenge after challenge served up my a complaisant game master. If you eliminate a threat in an area, then you need to go looking for trouble instead of waiting around for it to find you (while expecting it to be level-appropriate at the same time).
Adventurers in status quo settings must be proactive. Adventure is out there, and if you're bored by the local offerings, you need to dig deeper, or sail further, to find it.
Of course it is. It's what you, and a whole lot of other gamers, grew up expecting from roleplaying games because that's what the designers served up.Vyvyan Basterd said:I find this odd. RC's use of the character's backgrounds to me is awesome.
Because background is, to me, mere fanwank that no one experiences in play.Vyvyan Basterd said:I understand wantig the focus to be on the characters current accomplishments. But why would you ignore the history of the character? The player took the time to immerse himself in your world by writing a background tied to your setting. When he goes to Spooky Castle it seems like it would be more exciting to discover a twist than to just experience exactly what the player wrote. "He died there. Yep, there's his body. Hrm." By turning the character's father into an involved NPC you now have hooked that player into your word and given him even more reason to be invested.
What I tell my players is a good background explains your character's motivation for not staying home and being a tradesman or an accountant or a courtier, and then stops. A background sets up the game; it doesn't intrude upon it.
Some examples of what I mean will help.
- "My character hates orcs because they killed his family when he was a boy!" versus "My character hates orcs because they killed half our party, including my best mate, in those caverns we were exploring near the keep."
- "My character has sworn vengeance against the baron de Bauchery for abducting Princess Pinkflower, my teenage love!" versus "My character has sworn vengeance against the baron de Bauchery for abducting my mistress, Princess Pinkflower, while we were on a diplomatic mission for the king."
- "Oh noes, the wight is my long-lost father!" versus "Oh noes, the wight is our former cleric!"
What happens around the table should always be more interesting and more exciting and more troublesome and more glorious to the players and their characters than stuff that never happened except in one person's imagination.
This goes back to the idea that status quo settings 'lack depth,' where depth is defined as how much 'background' the players and the game master force into play. The depth in a status quo setting comes from the relationships the adventurers build during the game. Again, it requires proactive players who understand that the game-world is wide open to their machinations, that friendships and rivalries result from what the characters do, not who they are, in particular not who they are based on what the player wrote down on the character sheet before the first die was thrown with real consequences on the line.