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Old 09-28-2022, 06:53 PM   #42
kirbwarrior
 
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Join Date: Jun 2010
Location: Dreamland
Default Re: Depicting the SF sandbox

Quote:
Originally Posted by thrash View Post
The essence of a sandbox campaign is that the GM presents (a portion of) the setting to the players and asks, "What do you want to do?" How does this work, however? My question is two-fold:
  1. How do you, as the GM, depict a sandbox setting for your players?
  2. What do you, as a player, want to see from your GM in a sandbox campaign?
I have no answers for anything SF in particular. I hope anything I say can be adapted regardless of setting.

1) I don't think I've ever done a setting that didn't have a mostly sandbox feel. I frankly could not explain to someone how to do a linear campaign. For me, I just seed the field either overtly, covertly, or even without telling the players. I keep track of things I think are important to keep track of and work out the rest. The players are then doing what their characters would do; Maybe they track down something immoral going on. Maybe they think they can sell the Ring of Clones. Maybe they have a clear plan irregardless of what is happening and all these things are obstacles in their paths. Really, the trick is to know both the players and the characters to know how to build the campaign for them because they'll go to what they want. Session Zero is super important.

As for preparation, I know that I'm no god, I literally can't prepare enough ahead of time to deal with any possible thing the players will do and know that they will usually go in a different direction no matter how much I prepare. For things like maps, dungeons, gear, minor characters, etc. I tend to 'map out' after the fact. Once something has happened, it is now set in stone and now true. I do still prepare some; I have characters I know will affect things even if they somehow don't show up. I know whatever I think is super important to know before session one. I know the PC's back stories and how to incorporate them into the world. And the line isn't clear on what is deemed important, which is why being able to come up with solid answers in the moment is nigh necessary.

2) Absolutely no clue. Any campaign I've been a player in involves about three sessions on average to really figure out things like who my character is, what this world is, what rules (exact or vague) the world and the GM abide by, etc. And after three sessions, it's pretty clear what the campaign is shaping up to be.
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Quote:
Originally Posted by cosmicfish View Post
While I do not think that GURPS is perfect I do think that it is more balanced than what I am likely to create by GM fiat.
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