Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Why we like plot: Our Job as DMs
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="CharlesRyan" data-source="post: 5006378" data-attributes="member: 5265"><p>I thought about the relation of "sandbox" to "plot" style games, as defined by the accord I've reached with RC, a bit over the weekend. Please note I am headed definitively into YMMV land here; I'm not asserting that my preferences are superior or that anyone else is wrong in their philosophy. I'm simply observing what to me are some pros and cons.</p><p></p><p>So, a game is a sandbox if the GM is ready to let the players choose from among a number of adventures/directions. (Yes, I'm simplifying, stay with me.)</p><p></p><p>The problem here is the GM must have a lot of content ready to go at any time. Seems to me this works best if a GM is running from published adventures, and can just pull what he needs from the shelf. It could also work for a GM who has a lot of time on his hands and loves to create lots of campaign and adventure material, but that GM will not get the satisfaction of bringing most of that to the table. For every one adventure he runs, he's created two or three others purely for the benefit of giving the players a choice of which to pursue.*</p><p></p><p>(Of course, every time the players emerge from a dungeon, they don't have to have three+ <em>new</em> choices of where to go next. They could have the previous unexploited choices, along with perhaps one or two new ones. But in the long run, this plan ends up being very similar to the plotted, "choice-free" philosophy, only with a slightly wider content pipeline.)</p><p></p><p>On the flip side, for me the advantage of the "plotted" approach is that it unlocks the story structure toolbox. If the GM has an outline for the adventure or campaign's story arc, he can take advantage of the three-act structure (or similar story theory guideline) to introduce elements into the game in a way that maximizes their impact and creates a very satisfying overall experience. The GM can build elements into the game early on that will be very significant later. He can focus on content that will very likely be used, spending time and energy make <em>better</em> material (as opposed to <em>more</em> material).</p><p></p><p></p><p>* This is a serious issue in the computer game development world. Creating sandbox-like freedom of action within the world is seen as desirable, but spending--literally--millions of dollars to develop content that any given user will never experience certainly isn't. There are many approaches to this issue, but to date the industry hasn't settled on a universal solution.</p></blockquote><p></p>
[QUOTE="CharlesRyan, post: 5006378, member: 5265"] I thought about the relation of "sandbox" to "plot" style games, as defined by the accord I've reached with RC, a bit over the weekend. Please note I am headed definitively into YMMV land here; I'm not asserting that my preferences are superior or that anyone else is wrong in their philosophy. I'm simply observing what to me are some pros and cons. So, a game is a sandbox if the GM is ready to let the players choose from among a number of adventures/directions. (Yes, I'm simplifying, stay with me.) The problem here is the GM must have a lot of content ready to go at any time. Seems to me this works best if a GM is running from published adventures, and can just pull what he needs from the shelf. It could also work for a GM who has a lot of time on his hands and loves to create lots of campaign and adventure material, but that GM will not get the satisfaction of bringing most of that to the table. For every one adventure he runs, he's created two or three others purely for the benefit of giving the players a choice of which to pursue.* (Of course, every time the players emerge from a dungeon, they don't have to have three+ [I]new[/I] choices of where to go next. They could have the previous unexploited choices, along with perhaps one or two new ones. But in the long run, this plan ends up being very similar to the plotted, "choice-free" philosophy, only with a slightly wider content pipeline.) On the flip side, for me the advantage of the "plotted" approach is that it unlocks the story structure toolbox. If the GM has an outline for the adventure or campaign's story arc, he can take advantage of the three-act structure (or similar story theory guideline) to introduce elements into the game in a way that maximizes their impact and creates a very satisfying overall experience. The GM can build elements into the game early on that will be very significant later. He can focus on content that will very likely be used, spending time and energy make [I]better[/I] material (as opposed to [I]more[/I] material). * This is a serious issue in the computer game development world. Creating sandbox-like freedom of action within the world is seen as desirable, but spending--literally--millions of dollars to develop content that any given user will never experience certainly isn't. There are many approaches to this issue, but to date the industry hasn't settled on a universal solution. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Why we like plot: Our Job as DMs
Top