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Why we like plot: Our Job as DMs
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<blockquote data-quote="Mark" data-source="post: 5004059" data-attributes="member: 5"><p>Well, I think the difference is that having a guy who is a werewolf somewhere would count as a plot "point" in my terminology but plunking down whole modules in designated areas would be like having predetermined plot "threads" lying about. It's more of an amalgam of sandbox-style and linear-style gameplay where the PCs have choices to make between bursts of linear adventures. Although one could contend that PCs could leave any given linear adventure and take up a different one at any time, or even spend time in the grey areas between bursts, eventually they have to return to a linear section to progress. This holds true, too, for if they go back and forth, essentially interweaving the predetermined threads. This doesn't really emulate sandbox-style play, particularly since, as you proffer above, the style of play you describe above has certain expectations in regard to framework and outcomes that pure sandbox-style play would not have. Some campaigns work well as one or the other and some as an amalgam, often depending on the players (GM included) involved.</p></blockquote><p></p>
[QUOTE="Mark, post: 5004059, member: 5"] Well, I think the difference is that having a guy who is a werewolf somewhere would count as a plot "point" in my terminology but plunking down whole modules in designated areas would be like having predetermined plot "threads" lying about. It's more of an amalgam of sandbox-style and linear-style gameplay where the PCs have choices to make between bursts of linear adventures. Although one could contend that PCs could leave any given linear adventure and take up a different one at any time, or even spend time in the grey areas between bursts, eventually they have to return to a linear section to progress. This holds true, too, for if they go back and forth, essentially interweaving the predetermined threads. This doesn't really emulate sandbox-style play, particularly since, as you proffer above, the style of play you describe above has certain expectations in regard to framework and outcomes that pure sandbox-style play would not have. Some campaigns work well as one or the other and some as an amalgam, often depending on the players (GM included) involved. [/QUOTE]
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