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Topics - Crimhthan

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A pure sandbox is first and foremost about the DIY ethic. The original Blackmoor and the original Greyhawk were the template for what a pure sandbox game is. Arneson and Gygax created their own worlds and designed everything. A little later in the process Gygax invited Kuntz in as a co-ref and their each designed their parts of the pure sandbox. These are the original examples. So when you go out and buy a setting/world/module that someone else did you do not have a pure sandbox. You then have a hybrid game that is only possibly partially a sandbox here and there part of the time.

This is all established fact. It is established by the quotes about the founders who were (slight paraphrase) "amazed that anyone would want us to do their imagining for them." If you are really an old school ref, creating and designing your world is a huge part of the fun. Again this is all established fact.

Quote from: soltakss;983633
But the idea that every sandbox is a blank piece of paper until the PCs go somewhere and do something just doesn't make sense to me. I like the idea of a living world, where things happen independently of the PCs, sometimes they intersect the PCs, sometimes they don't. Sometimes the PCs deliberately interact with what is going on around them, sometimes they don't.
But I have never said this, a pure sandbox does not start off for the players as a blank piece of paper. A pure sandbox is a living world created by an old school referee, so the players start in the middle of an area usually a town that they know certain things about and the further away it is the less they know. Now they may of heard of the Great Falls or the Green Mountains or the Endless Sea but they would know much beyond the name the general direction and old legends or tales (often they will know less than this). At this point they have spent time getting together the resources to go adventuring, they have been listening to rumors, news and stories the older men tell and they choose what they want to pursue. The blank sheet of paper comes in when they go off the prepared map. Then you go to create on the fly game, the real proof of the pudding as to whether you are more than average and the real test of your level of excellence as a ref. If you can create on the fly and keep your players on the edge of their seats then you are at worst well above average and may well  be excellent. On the fly is the ultimate refereeing experience, that is transcendent joy!

To create the living world you draw on all your knowledge (everything you have read, heard, seen or experienced) and your imagination (creation of new material that goes beyond your knowledge into a whole new magical realm). Anything else is not a pure sandbox and that is OK, not everyone is capable of doing this, but many are. Many though claim and preach that no one is capable of doing this and that is simply not true, it is the most evil lie ever told in the realm of OD&D. If someone tells you that you and your friends are not capable of creating a living world, then they should be dead to you, because they are a negative influence.

Edit: If you are reading this for the first time, please read it again before continuing. Since most of what I am getting is not based on what I wrote.

Quote from: Spinachcat;980768

Tell us about Seven Voyages of Zylarthen, Champions of Zed and Treasure Hunters.
I don't think those 3 have ever been talked about around here.
In fact, start a thread in the main forum about the games you like and what makes each unique and interesting.

Seven Voyages of Zylarthen written by Oakes Spalding and subtitled Rules for Original Style Sword and Sorcery Campaigns Playable with Paper and Pencil and Imagination.

Copyright 2014

Published as four booklets
Volume 1 Characters & Combat
Volume 2 Book of Monsters
Volume 3 Book of Magic
Volume 4 The Campaign
The brilliance and charm of that game's earliest version was its simplicity and elegance, combined with a certain asymmetrical quirkiness. It invoked many sources--King Arthur, the Crusades, Middle-earth, the Arabian Nights, pulp fantasy, fairy tales, even science fiction. Its breadth of tone was a virtue, offering to the players a multiplicity of delights.

The tone is set early in the correct use of the term "fantasy adventure game" in lieu of "role-playing game." To go beyond this the really correct term IMO would be Fantasy/Science Fantasy Adventure Role-playing Game.

Under Optional I like his suggestions for a minor number of props, I have found that children love props.
A cigar box or "chest" of pennies, dimes and quarters, as well as a number of small bags--to represent the characters' hoards of silver and gold.

Early on here you find out that he does not include Clerics. I find that usage to be interesting, even though I don't do that for the campaign. We have over the years had adventuring parties that did not include one of the classes or was composed of only one class. All of those variations are IMO fun to play. Balance is a dirty word IMO.

Are there any OD&D players/Refs on this Board? Or is this place all about the new stuff?

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