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Blades in the Dark is a sandbox, at least as people in this thread use the word. I played in a session last night. The session started, we recapped what happened in the last session, I stated what I wanted to do, we did that thing,. Next session a gang war will almost certainy break out due to the things we did in this session. How is that not a sandbox?
I don't really see how a gm throwing situations at a party which they have to deal with is a sandbox, but a broad premise the game expects the players to stick to isn't. Seems to me the second is freer than the the first.
"A villain shows up and does <X> what do you do?" (much like Justin's video premise "You're in the village of <X> what do you do?) - and you're confused. Well no kidding. At no point in this thread have we even started talking about how one sets up a sandbox. And if this is your example - it's highly likely doomed to fail.
That only part of it. The other part is "as their characters". In a sandbox campaign players don't have a metagame ability to influence the outcome of events. What happens or doesn't happen occurs of what they do or don't do as their characters. So if you run into an complication during a heist, you can't flashback to why the overcame it. The player has the prepare as the character one would if was actually happening.The sandbox designation seems mostly to have to do with the idea that the players are driving play by determining what their characters may pursue. Or at least that this would be the default mode of play; there may be times where events happen that demand certain responses or actions on part of the PCs, but those should be more exceptions than the norm. The players drive the action, and the GM determines how the world responds to what the characters do.
The sandbox designation seems mostly to have to do with the idea that the players are driving play by determining what their characters may pursue.....
robertsconley - I don't think that's a part of a general use definition of sandbox at all. I've never even heard that before reading your post. Im sure that works for you of course, but its not common usage.
Which is why when I use jargon I try to include at least a terse explanation of what I am talking about.When it comes to terminology, it is worth remembering we all come from different places (often entirely different countries), we came to these terms through different online forums and sites, as well as different games.
That only part of it. The other part is "as their characters". In a sandbox campaign players don't have a metagame ability to influence the outcome of events. What happens or doesn't happen occurs of what they do or don't do as their characters. So if you run into an complication during a heist, you can't flashback to why the overcame it. The player has the prepare as the character one would if was actually happening.
In short if you need a flashlight you need to remember to pack a flashlight as your character. Otherwise you face situation without having a flashlight.
I think if you stop at this part, you miss the heavy expectation of the exploration end. The sandbox also assumes a setting created by the GM, for the players to explore. And that setting should be alive and push back sometimes on the party, respond to their actions, etc. Also, you character is going to still have limits on them. In a sandbox you will be limited by things like what power you have, what your social position is in the setting (a character who is a court official can chooses what he pursues more than a first level nobody, with no standing). Sandbox isn't just about the players choosing where to go, what to do, what to focus on. There is definitely more to it than that. Not sure what that means in terms of blades in the dark being a sandbox, as I don't have much experience with it.
The players drive the action, and the GM determines how the world responds to what the characters do.
robertsconley - I don't think that's a part of a general use definition of sandbox at all. I've never even heard that before reading your post. Im sure that works for you of course, but its not common usage.
Part of the issue with me talking about this is that I was part of the group that came with the term Sandbox as a type of RPG campaign. We adopted because it was used to describe a type of computer game that was similar in spirit to how we all ran our Wilderlands campaign.I don't think that has anything to do with a sandbox. This may be your preference, but no, I have never heard anyone describe this as a requirement of a sandbox before.
He still clings to the shibboleth that wargamers are classic cases of arrested development, never having gotten out of the sandbox and toy soldiers syndrome of childhood.
Grubb has a phrase for working with existing games, settings, and characters: playing in other people's sandboxes.
Having gone freelance three years ago, Grubb has explored new sandboxes. I worked on Mag Force 7's Wing Commander and Star Trek (original series) trading card games, ...
Part of the issue with me talking about this is that I was part of the group that came with the term Sandbox as a type of RPG campaign. We adopted because it was used to describe a type of computer game that was similar in spirit to how we all ran our Wilderlands campaign.
And what I stated "as your character' was one of the common elements that our respective campaigns shared. It originated in the fact that many of us in that group started out as wargamers and part of the fun was seeing what we could do within the limitations of the situations. In the case of our Wilderlands campaign, it was seeing how far we or our players could go as their character being able to do only what the character could do.
It been part of how I describe sandbox campaigns since I started using the term over 15 years ago.
As for how common it is, the reality is that the term and idea of sandbox campaigns are a small niche of the larger hobby and industry. My most popular works and posts along with noted authors of sandbox material like John Stater (Land of Nod) are dwarfed by an order of magnitude by traditional adventures and advice. So the different definitions that are out there doesn't surprise me.
Then there the OSR effect where a label gets expanded to encompass far more than what it was originally applied to.
All of this is fine. There no "standards" body that anybody answering too. But it doesn't change the fact that when first used by me and others, it refers to a type of campaign where players are free to anything in a setting as their characters. And as your character means what the character can do within the setting.
Just OSR was first used by the group interested in playing, publishing, and promoting the classic editions of Dungeons & Dragons.
If you want to call forms of open ended play sandboxes. OK I guess. But with that you might as well use it in the way it a first used back in the day. As a synonym for any RPG campaign or setting. You can see this by searching through the Dragon Magazine Archives for the word sandbox.
Dragon #25, Tim Kask
Dragon #247, Page 123
Later in the issue
In this issue "sandbox" was used interchangeably with how most roleplaying gamers use campaign.
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 involvement and determines the natural consequences.
Yes it not reasonable, but in my campaigns, the player can decide that what their character can do. They know the consequences, yet for reasons decided that was the course of action. In my experience, this generally doesn't happen. The players start out as a cop, or a member of the military because that was interesting to them and the group. They are aware of the price of disobeying orders. But in some campaigns they face the same choice as Captain Sheridian did in Babylon 5's Severed Dreams. Do what they think is right or follow orders.If your character's a spy, a policeman, a soldier, conflict lands at your feet, delivered by higher authorities, and your character can't reasonably say, 'Nah, I'm going to go see what's going on down at the dock tonight,'
As he said, to him, there are 3 types. Railroad, Linear, Sandbox. From this reading I'd have a hard time figuring out where he would put something like BitD if it wasn't in Sandbox. So, for him, I'd assume, that things like flashback mechanics wouldn't break the game from being a sandbox.
(Again, he can correct me if I'm misinterpreting here).
Of course BiTD isn't a sandbox.
It's a game system. "Sandbox, Linear and Roailroad" describe what a person does with the system, how they run a campaign, not the system itself.
BiTD shouldn't even be a part of this conversation.
I am aware of the differing definition people have. I consider that par for the course especially for a term that grew organically. Even the the original group I was part of didn't run all of the campaign the same way. Although being able to only act as as one's character was something we shared in common.I will say that even among sandbox advocates, that isn't a universal definition. Look at Tristram for instance. Using this post as reference (he can correct me if I'm wrong about his opinion, or misunderstood it here):
A campaign focused on creating a collaborative narrative. A campaign focused on a open ended story. Take your pick. However it is neither linear or a railroad but rather it own thing that emerged along with other similar systems since 2000.The reason I used your post to illustrate my point is that if everything else is run how you describe it as a Sandbox campaign, but flashbacks exist, I can't see how that would make it a linear or railroad campaign. So if flashbacks make it not a sandbox campaign then... what does it make it?
I actually posted a video about the "blank void" fallacy earlier today, so I'm going to pimp that.
A campaign focused on creating a collaborative narrative. A campaign focused on a open ended story. Take your pick. However it is neither linear or a railroad but rather it own thing that emerged along with other similar systems since 2000.
Except robertsconley is saying that BitD cannot be run as a Sandbox due to the flashback mechanic disqualifying it. By his definition, unless you eject the flashback mechanic entirely, it is impossible to run BitD as a Sandbox.
Would you say that the flashback mechanic being used in a campaign disqualifies it from being a sandbox?
The reason I used your post to illustrate my point is that if everything else is run how you describe it as a Sandbox campaign, but flashbacks exist, I can't see how that would make it a linear or railroad campaign. So if flashbacks make it not a sandbox campaign then... what does it make it?
The problem is that, no matter the answer, BiTD still isn't a sandbox. A sandbox is a choice by you in how you approach a game as a GM. People can argue that individual mechanics don't belong in a sandbox but as the GM it's your choice what, and how, to apply the mechanics from any game.
Which isn't the point I'm trying to even make when responding to Tristram? Like I get you think it makes something completely different.
I was pointing out that he said there are 3 types of games. And it clearly doesn't fit into any of those if he agrees with your definition of Sandbox.
So like, your answer is beside the point, because I don't believe you've ever defined there are only 3 types of campaigns.
I will say though, that you have a very skewed perspective on why people play the kinds of games I do, and why I use them. Cause I'm not focusing on making a "collaborative narrative" when I play BitD.
Is there a reason you won't actually answer the question I asked?
Does the flashback mechanic being used in a campaign make that campaign not a sandbox? And if it does, what does it make that campaign of the three categories you gave?
I think Tristam is saying is (to him) sandbox isn't about system, it is about setting and GM approach. I.E. D&D isn't sandbox either, but certain types of D&D campaigns are sandbox
Is there a reason you won't actually answer the question I asked?
Does the flashback mechanic being used in a campaign make that campaign not a sandbox? And if it does, what does it make that campaign of the three categories you gave?
For me, it's a completely different question. It makes it a Storygame.
So, if someone thinks a storygame isn't an RPG, then of course they don't think it can be a RPG Sandbox.
Wait, do you think BitD isn't an RPG? (This isn't a value judgment, I'm actually just asking because I never got the impression that you thought "narrative" rpgs weren't rpgs).
I don't really divide things like that. The whole RPG moniker doesn't matter to me like it's a specific thing that needs to be protected or distinguished, because it never was, not since it left Arneson's table and hit the public outside of the wargaming community. There's always been different playstyles, and "RPG" encompasses that. The closest that exists to a proprietary word specifically for non-narrative, immersive gameplay and games is "Old School", which I think is slightly misleading and inaccurate.
Just to throw my own answer in here, I don't think it matters. Rob has a definition of sandbox that works well for him. You do as well. My opinion lines up closely withOk... I'm inclined to agree with your point here.
But it is leading me to again being confused by your answer on the other question. Is your definition of sandbox different than rob's definition of sandbox? Like that was the only point I'm trying to make, and it feels like I'm having to pull teeth to get an answer.
I don’t see how a flashback mechanic invalidates a game as an RPG.
Ok... I'm inclined to agree with your point here.
But it is leading me to again being confused by your answer on the other question. Is your definition of sandbox different than rob's definition of sandbox? Like that was the only point I'm trying to make, and it feels like I'm having to pull teeth to get an answer.
How about Adventure Game as opposed to Story Game.
This one comes to mind.It's just as ambiguous. There were numerous RPGs calling themselves Adventure Games back in the day.
From what I can tell, it’s because it requires an action on the player’s part, of which the character would be unaware, and if you’re not in character 100% of the time, then you’re not role-playing, so it’s not a role-playing game.
Now it seems that you also can’t be playing in a sandbox game.
I mean, I get that people have their own definitions or their own experiences that have informed how they define things....but sometimes these distinctions seem very odd to me.
I’ve seen several games (after everyone was using RPG) that use that term.How about Adventure Game as opposed to Story Game.
Depends on your definition of Sandbox.I’m just going to say that the vast majority of what players do in Blades in the Dark is as their character. Disqualifying it as a sandbox because of the presence of the Flashback rules is pretty silly.
And I say this because asTristramEvans points out, Blades is a System, yes, but it is a system designed to specifically do the things a sandbox does. That is its intended playstyle.
It’s not a game that says “here’s a core mechanic and you can use this how you see fit” although of course people can do what they want. But everything about the game, from mechanics to setting elements and play processes is designed to promote sandbox style, player driven play.
I think Tristam is saying is (to him) sandbox isn't about system, it is about setting and GM approach. I.E. D&D isn't sandbox either, but certain types of D&D campaigns are sandbox