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why would a SuperHero campaign need a sandbox?
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<blockquote data-quote="Jack7" data-source="post: 5765299" data-attributes="member: 54707"><p><span style="font-family: 'Verdana'">Janx, I think it depends upon exactly how one defines sandbox, and how one's superhero game is structured. </span></p><p> </p><p> <span style="font-family: 'Verdana'">If one defines Sandbox as free choice of whatever interests you in any direction, that's one kind of Sandbox. If you define Sandbox as a choice of areas and destinations or missions or assignments, but only limited information is available on any particular locale or assignment, then it depends on exactly what are the goals and objectives of the Heroes, and are they prioritized as to potential importance or simply reactionary.</span></p><p> </p><p> <span style="font-family: 'Verdana'">There is a third kind of sandbox we play because of the nature of our Superhero Game, that I'll explain in a moment. But I think an awful lot depends on what are the exact mission parameters of the Heroes/Superheroes? Is their mission and purpose to fight any and all types of crime or threat, or just specialized ones that the local citizens, local police, or perhaps state and federal authorizes cannot easily counter?</span></p><p> </p><p> <span style="font-family: 'Verdana'">My Modern Hero/Superhero game works like this: The player characters were exploring some underground areas of New York City (they were vadding 19th and early 20th century locales). While there they discovered what looked like several caskets and booths, some of them very ornate and some of them being of crystal or glass. Each had a peculiar Glyph or symbol upon it. </span></p><p> </p><p> <span style="font-family: 'Verdana'">When the player characters either touched the Symbol, or opened and entered the booth, or touched someone else who had already done so, they fell unconscious. When they awoke each was a different person, and each had peculiar powers and abilities (some of what would be called Superhero powers) but they were initially unaware of what those powers might be or who they were. Others did not have superhero powers but had extraordinary capabilities that few others possessed. Some seemed to have no powers, or fluctuating or ever changing/evolving powers.</span></p><p> </p><p> <span style="font-family: 'Verdana'">Since then the characters have operated making discoveries, slowly learning who they might be, both as Heroes and their possible secret identities (as well as some of their likely cover identities), who they might have previously worked for (or not), and who may or may not have been their previous opposition/enemies. They have also been trying to figure out exactly what they did, and form where they may have operated. They have found a few safehouses, a couple of what seem to have been small or portable operational bases, a weird ship which may have been their transport (still don't know how to use it correctly), and several possible ideas as to where their main base may have been. (As far as they know though it could have been someone else's base.)</span></p><p> </p><p> <span style="font-family: 'Verdana'">Since they have so little in the way of real and reliable background information they discover clues about different things and then decide among themselves what may or may not be important and what may or may not be worth investigating.</span></p><p> </p><p> <span style="font-family: 'Verdana'">While doing this they often have encounters, some seemingly random, others possibly not, and they must then try and determine if such encounters are more or less important than what they were initially trying to discover or explore.</span></p><p> </p><p> <span style="font-family: 'Verdana'">It's not a typical Superhero Game I know, but it also plays well as a mystery, a game of exploration and adventure, and occasionally as a game of espionage.</span></p><p> </p><p> <span style="font-family: 'Verdana'">I guess what I'm trying to say is this; if all superheroes operate in the same way then the milieu may just be a different version of the same place, but if the Heroes operate differently or don't even know how they are supposed to operate, then different approaches might be appropriate to the context of the milieu.</span></p><p> </p><p> <span style="font-family: 'Verdana'">I think though, that even given the more or less typical superheroes, the patrol and operational inclinations of a Batman or Spiderman or Daredevil would be very different than the patrol and operational methods of a Justice League, or an Avengers Team. Scale and mission Parameters would vary greatly in those instances.</span></p><p> </p><p> <span style="font-family: 'Verdana'">Depends on what they were doing, investigating, attempting, or what their objectives would be. Batman might simply want to bust up any crime on a particular patrol beat, and make a show in the area of doing it to frighten criminals, but while operating on the Justice League he might want to infiltrate without being detected a Lex Luthor industrial site, or track down the creator of Amazo.</span></p><p><span style="font-family: 'Verdana'"></span></p></blockquote><p></p>
[QUOTE="Jack7, post: 5765299, member: 54707"] [FONT=Verdana]Janx, I think it depends upon exactly how one defines sandbox, and how one's superhero game is structured. [/FONT] [FONT=Verdana]If one defines Sandbox as free choice of whatever interests you in any direction, that's one kind of Sandbox. If you define Sandbox as a choice of areas and destinations or missions or assignments, but only limited information is available on any particular locale or assignment, then it depends on exactly what are the goals and objectives of the Heroes, and are they prioritized as to potential importance or simply reactionary.[/FONT] [FONT=Verdana]There is a third kind of sandbox we play because of the nature of our Superhero Game, that I'll explain in a moment. But I think an awful lot depends on what are the exact mission parameters of the Heroes/Superheroes? Is their mission and purpose to fight any and all types of crime or threat, or just specialized ones that the local citizens, local police, or perhaps state and federal authorizes cannot easily counter?[/FONT] [FONT=Verdana]My Modern Hero/Superhero game works like this: The player characters were exploring some underground areas of New York City (they were vadding 19th and early 20th century locales). While there they discovered what looked like several caskets and booths, some of them very ornate and some of them being of crystal or glass. Each had a peculiar Glyph or symbol upon it. [/FONT] [FONT=Verdana]When the player characters either touched the Symbol, or opened and entered the booth, or touched someone else who had already done so, they fell unconscious. When they awoke each was a different person, and each had peculiar powers and abilities (some of what would be called Superhero powers) but they were initially unaware of what those powers might be or who they were. Others did not have superhero powers but had extraordinary capabilities that few others possessed. Some seemed to have no powers, or fluctuating or ever changing/evolving powers.[/FONT] [FONT=Verdana]Since then the characters have operated making discoveries, slowly learning who they might be, both as Heroes and their possible secret identities (as well as some of their likely cover identities), who they might have previously worked for (or not), and who may or may not have been their previous opposition/enemies. They have also been trying to figure out exactly what they did, and form where they may have operated. They have found a few safehouses, a couple of what seem to have been small or portable operational bases, a weird ship which may have been their transport (still don't know how to use it correctly), and several possible ideas as to where their main base may have been. (As far as they know though it could have been someone else's base.)[/FONT] [FONT=Verdana]Since they have so little in the way of real and reliable background information they discover clues about different things and then decide among themselves what may or may not be important and what may or may not be worth investigating.[/FONT] [FONT=Verdana]While doing this they often have encounters, some seemingly random, others possibly not, and they must then try and determine if such encounters are more or less important than what they were initially trying to discover or explore.[/FONT] [FONT=Verdana]It's not a typical Superhero Game I know, but it also plays well as a mystery, a game of exploration and adventure, and occasionally as a game of espionage.[/FONT] [FONT=Verdana]I guess what I'm trying to say is this; if all superheroes operate in the same way then the milieu may just be a different version of the same place, but if the Heroes operate differently or don't even know how they are supposed to operate, then different approaches might be appropriate to the context of the milieu.[/FONT] [FONT=Verdana]I think though, that even given the more or less typical superheroes, the patrol and operational inclinations of a Batman or Spiderman or Daredevil would be very different than the patrol and operational methods of a Justice League, or an Avengers Team. Scale and mission Parameters would vary greatly in those instances.[/FONT] [FONT=Verdana]Depends on what they were doing, investigating, attempting, or what their objectives would be. Batman might simply want to bust up any crime on a particular patrol beat, and make a show in the area of doing it to frighten criminals, but while operating on the Justice League he might want to infiltrate without being detected a Lex Luthor industrial site, or track down the creator of Amazo. [/FONT] [/QUOTE]
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