SPECIAL NOTICE
Malicious code was found on the site, which has been removed, but would have been able to access files and the database, revealing email addresses, posts, and encoded passwords (which would need to be decoded). However, there is no direct evidence that any such activity occurred. REGARDLESS, BE SURE TO CHANGE YOUR PASSWORDS. And as is good practice, remember to never use the same password on more than one site. While performing housekeeping, we also decided to upgrade the forums.
This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.

Sandboxing 2018

Started by PencilBoy99, October 03, 2018, 01:01:07 PM

Previous topic - Next topic

Azraele

Quote from: S'mon;1061265Not really. It's a bit like if The Angry DM did sandbox the way he did megadungeon. It apes the form without really understanding it imo.

Yeah this: "sandbox" as a technique is at odds with AW's "make it up based on what the player just rolled" style of game structure.

I'm not judging AW here, I'm just saying that it's doing something different than a big hexmap filled with stuff. It has a fundamentally different approach in it's attitude to game prep and running.

I don't know much about blades; I'd have to read it before I made that kind of proclamation.

I do judge Pathfinder, though, because it's tremendously boring and tedious. Their idea of a hexcrawl resource seems to be "a book of bad fiction with some monster stats", which is absolutely not what I'm talking about.
Joel T. Clark: Proprietor of the Mushroom Press, Member of the Five Emperors
Buy Lone Wolf Fists! https://www.drivethrurpg.com/product/416442/Tian-Shang-Lone-Wolf-Fists

S'mon

To be clear I was referring to Kingmaker, though I definitely think AW is not conducive to the exploration element of sandboxing. It does seem designed for a Dead wood type setup which is a sort of town based sandbox I guess. But really story games are a different thing from old school sandbox games.

Itachi

Quote from: S'mon;1061265Not really. It's a bit like if The Angry DM did sandbox the way he did megadungeon. It apes the form without really understanding it imo.
Why do you say that? Care to elaborate? Never read or played it but only heard good things about it.

Itachi

Quote from: Azraele;1061269Yeah this: "sandbox" as a technique is at odds with AW's "make it up based on what the player just rolled" style of game structure.

I'm not judging AW here, I'm just saying that it's doing something different than a big hexmap filled with stuff. It has a fundamentally different approach in it's attitude to game prep and running.
I think there are different types of sandboxing. You have ye olde hexmap crawls where exploration is more of the physical or geographical sort; you have urban sandboxes where the exploration is more social and political like seen in VtM's Chicago by Night or CP 2020 Night City; you have more personal drama-oriented sandboxes like Smallvile and Monsterhearts, etc.

I would say Apocalypse World and PbtA in general are a mix of the later two, while Blades is a mix of all those (geographic + political + personal).

PencilBoy99

I'm not into but am generally fine w/ PbtA games. However, they don't *SEEM* sandboxy to me. That is, you're supposed to make everything up at the table, mostly with the players doing the making up part. Which is cool, but not really a traditional sandbox approach

Itachi

#20
PencilBoy, you just "make everything up" in first session to create the setting (or part of it) collaboratively. After that through, there's no "world-editing" or anything of the sort, and the world is in the hands of the GM. The Cannibals from Junk Pit must be dealt with in the same way as if it was in D&D's Blackmoor or RQ' Borderlands. What's important regarding sandbox as a concept, I think, is that the group is free to go wherever they may and the setting various entities/factions/npcs will react to that while pushing for their own agendas. In other words: it's a player-driven experience, within a simulation of a world in motion.

Now if you meant just Hexcrawls in the OP, with specific tables with entities for each Hex etc, then that's fair, as that kind of geographic minutia is not really the point of PbtA.

Azraele

Quote from: Itachi;1061297In other words: there's a simulation in place of a world in motion.

I think this is the essence of it, yes. If AW does that, it's a sandbox.
Joel T. Clark: Proprietor of the Mushroom Press, Member of the Five Emperors
Buy Lone Wolf Fists! https://www.drivethrurpg.com/product/416442/Tian-Shang-Lone-Wolf-Fists

Itachi

So, can I have my cookie back? :D

S'mon

Quote from: Itachi;1061292Why do you say that? Care to elaborate? Never read or played it but only heard good things about it.

I have KM 1-3 & 5 but have not GM'd it so this is just an impression. It seems to be pretty much a regular story path with a light sandbox veneer.  From what I recall there's a lot of X happens then Y happens then Z happens, and dungeons to be done in order.

An actual published sandbox campaign looks like Stonehell Dungeon, which I'm currently running - it has tons of stuff but it doesn't have a pre-written story.

PencilBoy99

Thanks *Itachi* that's a good explanation of PbtA (I've only played, never run, and not played AW).

Heavy Josh

I'll pimp my latest work: https://www.drivethrurpg.com/product/254216/Piracy-and-Privateering

It's a system neutral science fiction supplement 84 pages long, detailing how to run or play in a sandbox space pirate or privateer campaign.  What makes it sandbox is that I've included a fully developed set of encounter rules to randomly generate stuff in each region of a system: ships, stations, etc.  I've also been using said rules for the past six months as the primary engine powering two Stars Without Number campaigns.  So, generate your sector, generate your pirate PCs, and go.
When you find yourself on the side of the majority, you should pause and reflect. -- Mark Twain

PencilBoy99


Heavy Josh

Quote from: PencilBoy99;1061306very cool

Thanks! Was fun to write!
When you find yourself on the side of the majority, you should pause and reflect. -- Mark Twain

Itachi

Quote from: S'mon;1061300I have KM 1-3 & 5 but have not GM'd it so this is just an impression. It seems to be pretty much a regular story path with a light sandbox veneer.  From what I recall there's a lot of X happens then Y happens then Z happens, and dungeons to be done in order.

An actual published sandbox campaign looks like Stonehell Dungeon, which I'm currently running - it has tons of stuff but it doesn't have a pre-written story.
Yeah, it feels more like a branching adventure than an actual sandbox for me too. Thanks for clarifying S'mon.

Daztur

Quote from: S'mon;1061300I have KM 1-3 & 5 but have not GM'd it so this is just an impression. It seems to be pretty much a regular story path with a light sandbox veneer.  From what I recall there's a lot of X happens then Y happens then Z happens, and dungeons to be done in order.

An actual published sandbox campaign looks like Stonehell Dungeon, which I'm currently running - it has tons of stuff but it doesn't have a pre-written story.

Yeah railroads with a sandbox veneer get aggravating, same thing with the Curse of Stradh for 5ed.