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Why we like plot: Our Job as DMs
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<blockquote data-quote="Hussar" data-source="post: 5021390" data-attributes="member: 22779"><p>Where did I say that?</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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?</p><p></p><p>In a "sandbox", why are setting elements being changed for specific groups of players and characters?</p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Hussar, post: 5021390, member: 22779"] 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. [/QUOTE]
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