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="The Shaman" data-source="post: 5007489" data-attributes="member: 26473"><p>How were the players introduced to the villain? How did they come to be pursuing the villain? How did they learn of the villain's plot?How they become vested in the events of the game is one of the important characteristics of sandbox play, in my experience.Characters have goals and pursue them, putting off or aside other options, in sandbox play, too.</p><p></p><p>Choosing <em>how </em>the adventurers will pursue their goals, from among multiple options, is not the same kind of player choice as <em>whether or not to engage</em> with the situation in the first place.In a sandbox game, dungeons are explored for the characters' reasons, not the referee's.The other day I was fiddling around with what some gamers would probably call a 'relationship map' of some of the significant NPCs in the <a href="http://www.obsidianportal.com/campaign/le-ballet-de-l-acier" target="_blank"><em>Flashing Blades</em> campaign</a> I'm working on. 'Relationship map,' in my estimation, is just a fancy term for a flowchart, so I was struck by the comment upthread that a dungeon is also an elaborate flowchart, because when I look at the boxes containing the names of the different NPCs and the lines showing the relationships between them, well, darn if it doesn't look like a lot like a dungeon.</p><p></p><p>From this perspective, characters are 'rooms,' some with one or two connecting 'passages' (relationships), others are major intersections with a half-dozen or more connections. There are 'secret passages' as well, relationships that are out of the public eye. Each 'room' may offer hazards and rewards, in the form of the goals and resources of the character.</p><p></p><p>The adventurers can explore the 'rooms' and 'passages' in the course of the game. The thing to remember is this: I'm not deciding for them what rooms and passages they will follow. They can visit as many or as few rooms as they want, engage as many or as few of the non-player characters as they choose. They may find that in the course of their explorations that challenges flow from some rooms across the 'dungeon' to find them: make an ally in one room, and you may find that gets you an enemy in two or three other rooms elsewhere.</p><p></p><p>So sandbox games don't require 'sites' to be physical localities, in my opinion.</p></blockquote><p></p>
[QUOTE="The Shaman, post: 5007489, member: 26473"] How were the players introduced to the villain? How did they come to be pursuing the villain? How did they learn of the villain's plot?How they become vested in the events of the game is one of the important characteristics of sandbox play, in my experience.Characters have goals and pursue them, putting off or aside other options, in sandbox play, too. Choosing [I]how [/I]the adventurers will pursue their goals, from among multiple options, is not the same kind of player choice as [I]whether or not to engage[/I] with the situation in the first place.In a sandbox game, dungeons are explored for the characters' reasons, not the referee's.The other day I was fiddling around with what some gamers would probably call a 'relationship map' of some of the significant NPCs in the [url=http://www.obsidianportal.com/campaign/le-ballet-de-l-acier][i]Flashing Blades[/i] campaign[/url] I'm working on. 'Relationship map,' in my estimation, is just a fancy term for a flowchart, so I was struck by the comment upthread that a dungeon is also an elaborate flowchart, because when I look at the boxes containing the names of the different NPCs and the lines showing the relationships between them, well, darn if it doesn't look like a lot like a dungeon. From this perspective, characters are 'rooms,' some with one or two connecting 'passages' (relationships), others are major intersections with a half-dozen or more connections. There are 'secret passages' as well, relationships that are out of the public eye. Each 'room' may offer hazards and rewards, in the form of the goals and resources of the character. The adventurers can explore the 'rooms' and 'passages' in the course of the game. The thing to remember is this: I'm not deciding for them what rooms and passages they will follow. They can visit as many or as few rooms as they want, engage as many or as few of the non-player characters as they choose. They may find that in the course of their explorations that challenges flow from some rooms across the 'dungeon' to find them: make an ally in one room, and you may find that gets you an enemy in two or three other rooms elsewhere. So sandbox games don't require 'sites' to be physical localities, in my opinion. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Why we like plot: Our Job as DMs
Top