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why would a SuperHero campaign need a sandbox?
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<blockquote data-quote="Janx" data-source="post: 5763914" data-attributes="member: 8835"><p>S'mon's ideas for generating events/challenges randomly are interesting.</p><p></p><p>I could however, simply roll them up during my prep time.</p><p></p><p>Because once I announce that Vinny the Fish is out of jail and up to his old tricks, the chase is on.</p><p></p><p>I don't think I need to fully map out the entire city (though it's not that hard to steal a real city map and use it to look up anywhere anybody needs to go).</p><p></p><p>I don't think the PCs need to RP wandering block by block through the city. </p><p></p><p>And nothing stops the PCs from going on a test run out in the harbor district. A good GM should be able to whip up a purse snatcher ad hoc, should the PCs want to go looking for some first time trouble.</p><p></p><p>In point of fact, the first crime of the campaign should probably be something minor that lets them explore their powers, do a good deed successfully.</p><p></p><p>From my perspective, a sandbox is not the first style I would turn to because I'm running a Supers game.</p><p></p><p>I've no experience with the latest Arkham game. I have played the old Spiderman2 on PS2. That was a sandbox. In the sense that Spidey could go anywhere in NYC. And thwart random encounter crimes. That were repetitive and ultimately got stale. The real story was NOT part of the sandbox. Mysterio attacks at a very specific theatre. It's scripted. You even initiated the event by choosing to go to a certain Story marker on the map.</p><p></p><p>Going back to Smon's random tables, as a GM, I'd rather roll up the next problem and flesh it out before the game, than roll it up in game and have to race to make it seem complete during the session.</p><p></p><p>And given that from the player's perspective, there's no real difference in freedom, only potential quality of experience.</p><p></p><p>I'd rather not flesh out a bunch of "potential" problems when in reality, I'm only going to need one for the players to solve tonight.</p><p></p><p>Obviously, a sandbox CAN work just fine for a Supers came.</p><p></p><p>I just don't see it as the go to "duh, of course it's gotta be a sandbox" tool for the job.</p><p></p><p>Sandboxes involve creating lots of content in different directions that the players can explore.</p><p></p><p>A Supers game involves PCs going in the direction of trouble. You only need 1 trouble at a time to get that to work.</p></blockquote><p></p>
[QUOTE="Janx, post: 5763914, member: 8835"] S'mon's ideas for generating events/challenges randomly are interesting. I could however, simply roll them up during my prep time. Because once I announce that Vinny the Fish is out of jail and up to his old tricks, the chase is on. I don't think I need to fully map out the entire city (though it's not that hard to steal a real city map and use it to look up anywhere anybody needs to go). I don't think the PCs need to RP wandering block by block through the city. And nothing stops the PCs from going on a test run out in the harbor district. A good GM should be able to whip up a purse snatcher ad hoc, should the PCs want to go looking for some first time trouble. In point of fact, the first crime of the campaign should probably be something minor that lets them explore their powers, do a good deed successfully. From my perspective, a sandbox is not the first style I would turn to because I'm running a Supers game. I've no experience with the latest Arkham game. I have played the old Spiderman2 on PS2. That was a sandbox. In the sense that Spidey could go anywhere in NYC. And thwart random encounter crimes. That were repetitive and ultimately got stale. The real story was NOT part of the sandbox. Mysterio attacks at a very specific theatre. It's scripted. You even initiated the event by choosing to go to a certain Story marker on the map. Going back to Smon's random tables, as a GM, I'd rather roll up the next problem and flesh it out before the game, than roll it up in game and have to race to make it seem complete during the session. And given that from the player's perspective, there's no real difference in freedom, only potential quality of experience. I'd rather not flesh out a bunch of "potential" problems when in reality, I'm only going to need one for the players to solve tonight. Obviously, a sandbox CAN work just fine for a Supers came. I just don't see it as the go to "duh, of course it's gotta be a sandbox" tool for the job. Sandboxes involve creating lots of content in different directions that the players can explore. A Supers game involves PCs going in the direction of trouble. You only need 1 trouble at a time to get that to work. [/QUOTE]
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why would a SuperHero campaign need a sandbox?
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