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why would a SuperHero campaign need a sandbox?
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<blockquote data-quote="Janx" data-source="post: 5763797" data-attributes="member: 8835"><p>Off in the media thread, [MENTION=3398]jaerdaph[/MENTION]'s got a pretty snazzy city map he's making for his superhero campaign. He asked if it was a big enough sandbox.</p><p></p><p>That got me thinking back in the RPG space, rather than map space.</p><p></p><p>Why would you need to run a superhero campaign as a sandbox?</p><p></p><p>I'm not saying there's not good ideas to mine from sandbox style.</p><p></p><p></p><p>Here's my train of thought:</p><p></p><p>assume the party consists of actual super heroes, that is people who want to fight crime, stop evil, etc.</p><p></p><p>Crime fighting adventures seem to come in 2 formats: discovered on patrol or learned about and you rush to the scene.</p><p></p><p>Once crime happens and the PCs know about it, they are inherently hooked. Something of higher urgency would have to come up to justify them NOT lending a hand.</p><p></p><p>So, you might not need to prepare material for multiple crimes for any given session, because they are not inclined to be choosing to ignore the first crime, in order to find a better crime to fight.</p><p></p><p>Now, there could be some caveats to this, even with my mindset.</p><p></p><p>If the team is just patrolling, I reckon you could ask what area of town they patrol, and have crime ready for each area.</p><p></p><p>Or you could ask pre-game what their approach is (crime hotline, news watching, going on patrol in a certain area or pattern) and then announce crime has happened.</p><p></p><p>You might want to give them a simul-crime dilemma that they have to choose between.</p><p></p><p>But generically speaking, a good superhero party has little choice over what plot hook to bite. The same goes for good D&D parties. Dangle a princess over a ledge and they have to come running.</p><p></p><p>As compared to a more neutral party or one that you are not presenting critical problems in front of. Do we go to the Dungeon of Easy Pickings or the Tower of Moderate Challenge?</p><p></p><p>Super heroes fight criticial problems and thus MUST act. How they act is their choice.</p><p></p><p>I just don't think they need a full blown sandbox to run the genre true to type.</p><p></p><p>What do other folks think?</p></blockquote><p></p>
[QUOTE="Janx, post: 5763797, member: 8835"] Off in the media thread, [MENTION=3398]jaerdaph[/MENTION]'s got a pretty snazzy city map he's making for his superhero campaign. He asked if it was a big enough sandbox. That got me thinking back in the RPG space, rather than map space. Why would you need to run a superhero campaign as a sandbox? I'm not saying there's not good ideas to mine from sandbox style. Here's my train of thought: assume the party consists of actual super heroes, that is people who want to fight crime, stop evil, etc. Crime fighting adventures seem to come in 2 formats: discovered on patrol or learned about and you rush to the scene. Once crime happens and the PCs know about it, they are inherently hooked. Something of higher urgency would have to come up to justify them NOT lending a hand. So, you might not need to prepare material for multiple crimes for any given session, because they are not inclined to be choosing to ignore the first crime, in order to find a better crime to fight. Now, there could be some caveats to this, even with my mindset. If the team is just patrolling, I reckon you could ask what area of town they patrol, and have crime ready for each area. Or you could ask pre-game what their approach is (crime hotline, news watching, going on patrol in a certain area or pattern) and then announce crime has happened. You might want to give them a simul-crime dilemma that they have to choose between. But generically speaking, a good superhero party has little choice over what plot hook to bite. The same goes for good D&D parties. Dangle a princess over a ledge and they have to come running. As compared to a more neutral party or one that you are not presenting critical problems in front of. Do we go to the Dungeon of Easy Pickings or the Tower of Moderate Challenge? Super heroes fight criticial problems and thus MUST act. How they act is their choice. I just don't think they need a full blown sandbox to run the genre true to type. What do other folks think? [/QUOTE]
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