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Why we like plot: Our Job as DMs
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<blockquote data-quote="Primitive Screwhead" data-source="post: 5021417" data-attributes="member: 20805"><p>I think you are hitting the nail on the head as far as why this discussion is being so lengthy. My personal view of a sandbox is very similar to the #1 hit in google <a href="http://batintheattic.blogspot.com/2009/10/definition-of-sandbox-gaming.html" target="_blank">here</a>... </p><p> Basically a sandbox game means the DM has a large scale map of the world with 5 to 10 mile wide hexes and markings that state 'here be dragons' {and whatnot}. The DM also has a number of plot hooks and ideas for adventures, kindof a stable of possible session adventures. </p><p> Perhaps on the map there is a spooky castle... and since it is there it will always be such {unless someone burns it down}. Now, if the PC's investigate.. then the DM fills in the details as to what is in/at/around the castle based on what would be fun for the group. The PC's adventures then become part of the history of the campaign.</p><p> Enough information is littered about that a portion of the game revolves around investigating and preparing for adventures... as opposed to just diving in. This is in part due to the fact that if that spooky castle had been explored by an earlier group of higher level characters, it might be a bit dangerous for the new group to go into.</p><p></p><p>This may be completely different than what RavenCrowking thinks is a 'sandbox', but my guess is his definition is only shades of degree off... just as yours is shades off from mine. Some people prefer a more fluidic/short memory campaign that insulates the players from non CR-equivilent encounters and reduces the reliance on investigation/world knowledge. Others slide to the other end of the scale of 'set in stone' where you better check up on whats in the next hex.. and come back in a dozen levels or so.</p><p></p><p>So: Perhaps we should roll this back. You keep asking how to develop depth in a 'sandbox' campaign. Before addressing that, I would need to know what you think a 'sandbox' campaign consists of....</p><p></p><p>And, to make it intersesting.. RC and Ariosto should answer with thier definition as well... </p><p></p><p> I bet between those definitions lie the answer to the discussion...</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 5021417, member: 20805"] I think you are hitting the nail on the head as far as why this discussion is being so lengthy. My personal view of a sandbox is very similar to the #1 hit in google [url=http://batintheattic.blogspot.com/2009/10/definition-of-sandbox-gaming.html]here[/url]... Basically a sandbox game means the DM has a large scale map of the world with 5 to 10 mile wide hexes and markings that state 'here be dragons' {and whatnot}. The DM also has a number of plot hooks and ideas for adventures, kindof a stable of possible session adventures. Perhaps on the map there is a spooky castle... and since it is there it will always be such {unless someone burns it down}. Now, if the PC's investigate.. then the DM fills in the details as to what is in/at/around the castle based on what would be fun for the group. The PC's adventures then become part of the history of the campaign. Enough information is littered about that a portion of the game revolves around investigating and preparing for adventures... as opposed to just diving in. This is in part due to the fact that if that spooky castle had been explored by an earlier group of higher level characters, it might be a bit dangerous for the new group to go into. This may be completely different than what RavenCrowking thinks is a 'sandbox', but my guess is his definition is only shades of degree off... just as yours is shades off from mine. Some people prefer a more fluidic/short memory campaign that insulates the players from non CR-equivilent encounters and reduces the reliance on investigation/world knowledge. Others slide to the other end of the scale of 'set in stone' where you better check up on whats in the next hex.. and come back in a dozen levels or so. So: Perhaps we should roll this back. You keep asking how to develop depth in a 'sandbox' campaign. Before addressing that, I would need to know what you think a 'sandbox' campaign consists of.... And, to make it intersesting.. RC and Ariosto should answer with thier definition as well... I bet between those definitions lie the answer to the discussion... [/QUOTE]
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