Drowning in a Sandbox
Posted 17 September 2012 - 11:22 PM
It's absolutely wonderful playing with a GM as skilled in adventurecraft as Hal. The Sandbox of Tybalt's Triumph/Folly has been great, giving players a reason to attend the plot and objectives of the adventure (Saving the future), while still giving immense freedom in how they pursue those objectives. So much freedom, that it seems like he gives us just enough rope to hang ourselves with
However I'm afraid I'm getting too overwhelmed by the choice of option and capabilities to mess up. Overall, I'm probably a lazier roleplayer than some, it can be cool to accept the ride of railroad tracks and cause some bumps along the way. The ocean of options I have with this game sometimes seem overwhelming to the railroad tracks I'm used too, I just need to remind myself to breath every so often.
In any event, long round about way to talking about railroad versus sandbox style of play. What do you usually play by, are you as paralyzed by options as I am? How do you approve of the decisions us players have made in our investigation for the Necromancer Arkalak?
Posted 18 September 2012 - 03:05 PM
My semi-annual family game is much more of a Hal-style open world (complete with getting ripped off by shopkeepers) and I tend to prefer the deeper sense of immersion that it brings, though even then I tend to go with the flow and let my siblings direct the course.
As far as the decisions of Kixy et al I'm still a bit behind (haven't quite finished session 7) but they seem sound so far. Except for the fact that I'm a greedy bastard, so I would have taken a month long trip to Korvosa before I accepted so much as one copper less than 150gp for a suit of masterwork chainmail.
Posted 18 September 2012 - 03:52 PM
Sandbox games seem better for those adventures where the PCs aren't necessarily the heroes, they are caught up in events and some things are just going to occur no matter what they do.
I like lots of options, even if that means more opportunities to make the 'wrong' choice.
Posted 18 September 2012 - 03:57 PM
So to be difficult, I'd say a structured use of both techniques is essential. However getting the balance is purely dependant on the players and/or characters involved.
Posted 18 September 2012 - 06:58 PM
As a GM I am quite a railroady type because I have no confidence in my skills as a game runner to quickly and effectively come up with interesting things for players to do in a wide open world.
Posted 19 September 2012 - 06:37 AM
Perhaps the problem comes from the fact that most of these players first game ever was an Adventure Path with fairly visible rails. But bit by bit, they're recovering from their pre-published stupor and getting into the idea of following whichever of their leads they choose to. On the other side of this, some of the frustration comes from hitting dead ends where they just don't have information necessary to move further in a given direction. It helps ease frustrations if the "Dead End" sign is reasonably visible, but it also needs to be clear that the End is only Dead for the present moment.
Posted 19 September 2012 - 06:55 AM
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users