![]() |
![]() |
#1 |
Join Date: Aug 2004
Location: traveller
|
![]()
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:
My thoughts are below: In planet-based settings, which account for most kinds of fantasy, all historical genres, and even the planetary romance side of science fiction, the typical solution is a map. Maps convey a tremendous amount of information -- terrain, points of interest, distances, relationships -- in a compact form, with easily adjustable levels of detail. For a sandbox campaign, a map makes the players' options readily apparent. The answer to "What do you want to do?" becomes "Let's go here." In a planet-hopping SF setting (including some sorts of paratime travel), the situation is not so simple. First, there is potentially orders of magnitude more information to convey: every one of those destination worlds could (should) offer as much diversity as an entire planet-based campaign, more or less by definition. Second, the information is heavily quantized: the destinations are tightly constrained packets of interest in a vast space of almost literal nothingness. Third, depending on the method of inter-world transportation, the choices of destination may be only loosely (or not at all) constrained by proximity, making option paralysis a real possibility. In reviewing my library of SF roleplaying games, I've identified four approaches to these problems.
|
![]() |
![]() |
Thread Tools | |
Display Modes | |
|
|