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Think this is true of many sandbox games.I’d be lying if I said the games I run have been pure sandbox. They have a veneer or facade of a sandbox but they are usually more linear when you get down to it.
Looking at the examples you offered up-thread, Thor defies his father and king to attack Jotunheim - crosses the line - Cap goes rogue to watch the watchmen - crosses the line - Tony Stark basically hacks SHIELD - crosses the line - and the events of Endgame are all in response to the villain winning the war - it's about as reactive as it gets.Sure, but that's getting into No True Scotsmen territory.
"All superhero stories are reactive."
"What about all of these superhero stories?'
"I'm not talking about those kind of superhero stories."
Sure, but that's getting into No True Scotsmen territory.
"All superhero stories are reactive."
"What about all of these superhero stories?'
"I'm not talking about those kind of superhero stories."
I'm not sure how the consequences "follow them around" in a game where the players are playing superheroes any moreso than your example. I think the consequenes are personal - they know they have failed to act as heroes. Is that any different than a space pirate being haunted by muders they could have prevented or lives they could have saved? The only difference I'm seeing is a focus on the moral dimesion of the characters.
I'd argue that if you build a sandbox devoid of any problems the players can decide to go tackle, you haven't built a good sandbox. If I am building a D&D sandbox, it's going to have a dungeon that spawns monsters, and evil wizard with a tower out in the woods, and a courtier plotting to overthrow the king.
I feel we've gotten to the point where any action a PC takes can be viewed as reactive.
If the GM tells the players that Rhino is robbing the bank, they have to expect the players to do something with that information. Which is why it’s not really a sandbox.
Well if the X-Men don’t stop Magneto, then there are consequences right? In a game, that would likely mean the threat of Magneto has become greater than it was before....he’s recruited more mutants or grabbed some nuclear warheads or whatever shenanigans he’s up to. So he’s still out there. It’s kind of obvious that the game is, at least partially, about beating Magneto.
And this may be fine....genre expectations and player buy in and all that.
But I can kind of see how this pushes into some railroady elements.
And it seems sharper when you look at a similar approach in a different genre/buy in.
Yea, I don't see the GM presenting a situation that is happening or is about to happen as breaking a sandbox. A sandbox world should be a world in motion unless there is something specific about the genre that makes it not in motion (a D&D dungeon MIGHT not be a world in motion, that's certainly how the original dungeons seemed to be keyed). The players will react to events in the world in motion, a sandbox GM just has to be prepared for just about any response, though at some point, if the players continue to not engage the content the GM is presenting, the GM is justified in having a conversation, while a fully open sandbox should allow players to return to being farmers or whatever, I don't thing it breaks sandbox for the GM to say "no, we're playing D&D with fighters and magic users etc. who are adventurers not farmers. Now if as the campaign progresses, the players want to settle down and run a tavern or something, the GM should allow that, but it may still be reasonable to say "ok, your character goes into retirement" but it might still be polite to make that tavern feature in the campaign, and the player should be able to bring his PC back into action if some event happens that interests him, or the other players recruit the retired PC for some mission they have concocted. Now other GMs might break out some economic rules and run the tavern owner and in some campaigns there might be constant threats to a tavern owner that make for "adventure" to still happen.Wait what...so in a sandbox a player is never expected to do anything with any of the information the GM gives them?
GM: "There's a dragon attacking the village"
Players: "that's nice, guess we'll go pick some flowers"
I think I just don't understand how people are using the word Sandbox in this thread at all.
Edit: And I'm not sure where I said GM skill should have *no* impact on quality of play?!?!??!
As for being incapable of creating The Experience for my players with my limited skills - you'd have to give me an example of such a finely crafted AP that routinely produces this effect for all GM's.
Same here. Just going by Marvel movies, many of them have plots driven by the hero.
Thor- He actively decides to invade Jotunheim and consequences ensue.
Winter Soldier- Captain America actively pokes his nose into what is going on a SHIELD and won't let it go. Consequences ensue.
Age of Ultron- Tony Stark actively uses his inventing superpower to make a super-robot. Consequences ensue.
Endgame- The heroes come up with a plan for a time heist. Consequences ensue.
Wait what...so in a sandbox a player is never expected to do anything with any of the information the GM gives them?If the GM tells the players that Rhino is robbing the bank, they have to expect the players to do something with that information. Which is why it’s not really a sandbox.
Well, superheroes are assumed to be do-gooders. That's why I prefer "people with superpowers" as a genreSo I think this is an interesting point, and connects to your other post about player buy in.
But when you take this scenario and apply it to another genre....and maybe remove a few edge cases like paladins or Jedi and purely do-gooder types...then it kind of seems a bit different.
Here’s a villain who’s showed up to cause a problem! The crew of mercs in my Mothership campaign may decide to engage with this in some way. Or they may decide this is more trouble than it’s worth, and avoid it altogether.
If they do that....they leave the sector and head elsewhere...then having consequences follow them around seems odd. It’s like the GM’s story shows up and taps on the window “Can I come in yet?”
I think it genre and player buy in and most of all expectations of play are what matter here most. In a supers game, this may be perfectly reasonable. In another kind of sandbox, it may be almost antithetical.
As long as we don't confuse "linear" by choice - as in the players decide to do <X> regardless of what other "things" you put in their way. I mean there is absolutely nothing wrong with you as a GM creating content or a scenario that the players decide - "WE MUST DO THIS TO THE EXCLUSION OF ALL ELSE" and doggedly pursue it in some linear fashion.I’d be lying if I said the games I run have been pure sandbox. They have a veneer or facade of a sandbox but they are usually more linear when you get down to it.
I've almost never played in a game where the players weren't free to try and solve the problems in a variety of ways.
Also "Supervillain has a plan to level the city, what do you do" has, in my experience, been something that "sandbox" adherents have called out as bad sandboxing forever. Yet it is common in the superhero genre.
Also, this goes back to the discussions where people denied that Blades in the Dark is sandbox because of it's narrow premise.
No. I don't think anyone would either.Ok, I think people are missing my point. First, I said that it isn't "Pure Sandbox" not that it can't be sandboxy.
But Superheroes are probably a little more vague, but let's look at a different game. Say, Mutant City Blues.
In Mutant City Blues, the characters play as (mostly mutant) police detectives who specialize in crimes committed by or against people with mutant abilities (10% of the population in the game setting are mutants).
Ok. so you work within a structure where you are given cases to solve. I mean, yes, you can decide not to investigate it, but well, you'd then be fired cause you aren't doing your job, and you probably wouldn't be part of the game anymore (the character would be retired) unless the entire unit decides to go rogue or something (though then you are playing a pretty different game than we prepared).
The general assumption is that you will be handed an investigation. You go about it however you want investigating it, face consequences of those actions (say if you did something illegal to get info and have to cover it up), and try to solve the crime.
Then it goes to prosecutors and you move on to the next case.
100% this matches the description of Living World that you and tenbones are talking about. The world moves, you do your thing in it, etc. But I don't think anyone would describe this game as "pure sandbox".
No. I don't think anyone would either.
Whenever you talk about general unspecific groups of people doing, saying, or believing things, in your experience, I think all it does is corrupt the conversation, because you're not engaging with the posters in the thread, just reacting to some vague "Them".
Nothing that I've heard about it so far sounds like a Sandbox. But bringing up that an argument exists, isn't the same as making an argument, or challenging it.
Equally, a "Railroad" usually gets defined as "You can't tell me what to do!"I’ve said this before, but “sandbox” is a word with a huge definition that you can apply to almost anything not literally scripted. Also there’s a big difference between one situation and an entire campaign.
That’s why I don’t really like referring to the type of campaign Tenbones, Tristram, Rob C, Arminius, Black Vulmea, et al are talking about as a “sandbox”. That’s one category more specific than “campaign”, but still doesn’t differentiate from other types of campaigns under the gigantic, stretched umbrella that gets created anytime someone attempts to define sandbox, or indeed anything gaming related.
That’s why I like the term “Living World” or “World in Motion” campaign.
See, but that is the point I'm making about superheroes. Having the choice of how to deal with a supervillains plot doesn't change the fact that when a supervillain plot is going on your character is 99% of the time, going to be dealing with a supervillain's plot.
Is there a real difference between "here is your assignment, you can choose not to do it but you will be fired" and "a supervillain is plotting to destroy the city, you can choose not to engage, but the city will be destroyed".
(Also, again, coming back to the thing I said: I never said Superheroes can't be done fairly sandboxy, I just said it would difficult to do as a PURE sandbox (not even impossible, just difficult))
Because reading the book, examining the play examples, and watching streams of people playing the game gives the impression that the PCs aren’t really doing any of that, the players are always talking about them doing that, and invoking mechanics the PCs can’t invoke to get it done.It is there to explain what I'm talking about when I am saying "pure sandbox". Explaining the context in which I'm saying something doesn't mean I'm saying that is what people here are saying.
Providing context for why I'm saying what I'm saying isn't "corrupting the conversation".
Blades in the Dark's entire system is built around the characters proactively deciding what they want and going out and getting it, then the consequences of those actions falling on them. Then making decisions about their new positions to decide what they want next and going out and getting it. And in all of those cases it is built around them having the option to go get it and who to get it from based on the info they can uncover. And the option of "you failed to get it" is also a thing.
How does that not fit the definition of sandbox you seem to be promoting?
Well, I don't think not falling back on a ridiculous plot like "Supervillain is going to destroy the city" , and actually giving the villains in a campaign realistic and comprehensible motivations is that hard, really, and I'm not sure why liberally spreading a living city or world with hooks and allowing players to follow up on whichever ones they happen upon or decide to place importance on at their choice is so much more difficult in a Superhero game than in a fantasy game. Sure every one in a while there might be an Avengers level "everyone is in peril" that the player characters feel obliged to engage in (or not, it's not like Daredevil and Powerman showed up to take on Galactus), but that's really not what Superhero RPGs (or comics) are usually about.
I don’t know where the term “Pure Sandbox” entered the thread, because the term is really useless in any discussion.
Equally, a "Railroad" usually gets defined as "You can't tell me what to do!"
There's a howling wilderness of excluded middle between the two definitions most often seen in this kind of discussion. I mean, I don't consider myself a 'sandbox' or 'railroad' GM. I do believe that players should have the freedom to choose. And to choose badly. But I also believe that players like to be given something to do. A long term goal that lets them decide how they want to go about achieving it seems to be the most common thing people like in their hobby time. At least going by what I've seen from players.
Random Tables are a concise description of the possibilities for X. The best references for sandbox campaign are those that effective at conveying a concise terse description of the possibilities.Conversely, I do think Sandbox-style will put you in a lot of situations where more opportunities for sharpening your improvisation skills will occur, I don't think they're mandatory. You *can* train yourself to be better at it. Random tables *really* can help you in this regard in either capacity to dodge out of doing Improv, or as a springboard for more of it.
I don't know what it means either. I don't mind your "World in motion" alternative term, but to me, there's just Sandbox, Linear, or Railroad, and they're all very clearly distinguished in my mind based on player choice.
In a Railroad, player choice doesn't matter. You are playing through the GM's pre-set plot and any attempt to subvert that will end up in Schrodinger's Ogre. The only free choice a player can make in a Railroad is to die.
In a Linear Adventure, there's a set plot, but the players are free to pursue various avenues to complete that plot and have a degree of freedom and choice within the confines of the "what has to happen".
In a Sandbox game, there's no plot, the gameworld simply exists, and as things are going on in it, the players can chose to involve themselves in the various lives that are unfolding, and the GM (embodyig the world) reacts to their ivolvement and determines the natural consequences.
It is there to explain what I'm talking about when I am saying "pure sandbox". Explaining the context in which I'm saying something doesn't mean I'm saying that is what people here are saying.
Providing context for why I'm saying what I'm saying isn't "corrupting the conversation".
Blades in the Dark's entire system is built around the characters proactively deciding what they want and going out and getting it, then the consequences of those actions falling on them. Then making decisions about their new positions to decide what they want next and going out and getting it. And in all of those cases it is built around them having the option to go get it and who to get it from based on the info they can uncover. And the option of "you failed to get it" is also a thing.
How does that not fit the definition of sandbox you seem to be promoting?
I suspect there's more to the system than just what you are describing.
But I guess I'll just ask a simple question - can a character in Blades in the Dark hop a plane to Japan to attend a friend's funeral?
Can they decide to look into government corruption?
Can they start a business?
Supervillain plots often include mass destruction to accomplish those "realistic and comprehensible motivations".
Like this isn't even engaging with what I'm saying. Huge threats of massive destruction are common in the superhero genre, because of as you yourself pointed out, the SCALE of power in the genre is higher.
This has nothing to do with realistic or comprehensible motivations. Magneto has very realistic and comprehensible motivations, and he's definitely caused mass destruction because of it. He's literally levelled cities.
Examples how that would work? Because my first impulse is to say "no, not really, second time for 2021" but maybe you don't mean what I think you do...A GM could make a linear adventure appear as a sandbox by just applying different labels to everything.
At this point, this looks like a "No True Sandbox" fallacyOk, I think people are missing my point. First, I said that it isn't "Pure Sandbox" not that it can't be sandboxy.
Back in the mid 2000s when the Wilderlands team starting pushing the Necromancer Games boxed we settled on calling what we do with the Wilderlands a sandbox campaign because how the term was used in computer games. A sandbox in computer is a game where you have no goal, just a set of mechanics and tools to manipulate the environment either as a character or from a god's eye view.That’s why I don’t really like referring to the type of campaign Tenbones, Tristram, Rob C, Arminius, Black Vulmea, et al are talking about as a “sandbox”. That’s one category more specific than “campaign”, but still doesn’t differentiate from other types of campaigns under the gigantic, stretched umbrella that gets created anytime someone attempts to define sandbox, or indeed anything gaming related.
I'm still baffled though. Why does Blades in the Dark have to jump through all these hoops because it has a narrow premise, but superhero games don't?