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Showing posts with label rpg. Show all posts
Showing posts with label rpg. Show all posts

Thursday, June 14, 2012

How Big is Your Sandbox? aka Player Decision Leeway

I started a discussion last night on G+, where I simply asked the question "how big is your sandbox?" I also clarified that I wasn't referring to geography.
Some great responses were posted, but no one really mined the vein I was thinking, because I wasn't very specific.

How much leeway or freedom do your players have in the sandbox?

I have recently decided to think of sandboxes as varying in size. Here is a rough breakdown:

  • Infinite breadth of options
    • In this type of sandbox, players are given a literal "anything goes" card. The DM either has invested a ton of time in preparation, or is (like me) relying on his ability to build on the fly.
    • Players are not given any scenario or issue to consider. They are merely placed in a world, given descriptions of that world, and asked "What do you do?"
    • There is no starting point or ending point for adventures in this type of world.
  • Limited breadth of options
    • While the DM may have a world planned (or created on the fly) that can accommodate the "infinite options" type of game, for some reason he or she has chosen to limit the PCs in some way.
    • Examples of this include my recent Savage SciFi game-- I created a world, gave the PCs vast input in its creation, but set up a specific starting scenario. No goals were laid out by me, but there were a few more obvious possible outcomes of the initial scenario. Because I gave the players full freedom at every turn, though, they surprised me at every game session.
    • There is a definite starting point for adventures in this world, which naturally precludes some options, but can help set up a particular style of adventure. No end point is laid out.
  • Railroad with options
    • I think of this as analogous to most RPG video games, like Final Fantasy. While there is freedom to explore the world, level up, pursue side quests, the DM still has a definite "win scenario" in mind (or maybe two or three scenarios.)
    • I hesitate to use the term railroad for this type because it is still not a set in stone type of plot. It is probably much more flexible than the stereotypical railroad.
    • You can think of this type of sandbox as having a line laid in it, showing a start AND end point.
  • Railroad (aka Not a Sandbox)
    • Do I really need to define this one?

Wednesday, June 13, 2012

"Post-Dungeon" People

The other night, while discussing the upcoming game for Monday nights, I had a spark of thought, and wanted to share it. Credit for the spark goes to +Kyrinn S. Eis, though I cannot say if the thoughts I present below are in line with hers.

The term Kyrinn used was "a post-dungeon person." I like this term, it has a nice ring to it, and gets to the point: a post-dungeon person is someone who does not play RPGs thinking that a dungeon crawl is the only type of game out there, or (more likely) they avoid dungeon crawls altogether.

My disclaimer here is that, I think, everyone enjoys a crawl every now and then. I probably don't crawl as often as some of the old grognards, but I do love a good dungeon crawl. Emphasis on "good." The other thing about me is that I enjoy more types of games than a dungeon crawl.

So what's my point? Well, I think a key distinction between gamers should be less about "old school" and "new school" styles, and more about what game we are playing.
I often hear haters, on all sides of every fence, complaining that "such and such just isn't D&D" or "<xyz> ruins <abc> about the game." What if, instead, we recognized that we are playing different games with the same name? D&D, and all RPGs, really, are usually more versatile than we give them credit for being. Yes, the original D&D games were written for dungeon crawls and wilderness hex crawls. That means that "dungeon crawl" and "hexploration" are the games you are playing--not D&D! (Rather, it's more important to identify what game you are playing outside of the name of the rule set.)

This is a big part of why I try to name every campaign or game I run, even if that is a name just for me. It allows me to separate MY game from the rules set I"m using to facilitate the game. So, if you choose to only play a "traditional" or "old school" game, that's great. Use D&D, use a retroclone, use True20--whatever you want. But keep in mind that no matter what rules you use, someone else is using those same books to accomplish a different goal; they are trying to play a different game.


My point here is not to cause dissent or to upset and offend. These are thoughts I have, and you are free to respond to help me reshape them, and I am free to keep/discard/change them during the discussion.

Monday, February 27, 2012

AD&D Play Report Part II


The Worst Day of Primus's Life (So Far)

Dramatis Personae:
Frank, a human ranger
Mog, a dwarf cleric
Garen, a human paladin
Primus, a human magic user

From the quill of Primus, first Mage of the West Bend order:
Rest. Thank the gods for rest. We took a few days to rest after our last foray into the ruins near the keep, but quickly restocked and ventured forth again, brave and ready to learn the secrets of the ruins. Our first order of business was to take another look at the strange fountain which, unfortunately, turned out to be almost nothing special. I filled a flask with the water, however, and stowed it away for research later.

We explored slowly and cautiously, mapping as precisely as possible. Mog, our dwarven cleric friend, helped immensely with explanations of stonework and probably tunnel configurations as I drew the map in one of my notebooks. The day was, to be honest, not very exciting. We ran into a few more of the walking dead and were able to dispatch them from a distance. Later on we found some secret rooms and a few goblins camping out near them. One room held desiccated goblin corpses wrapped in spider webs. Another room was made of immaculate granite slabs with the names of those who died in the ruins etched into them.

We continued to explore, but soon decided to return to the keep and seek help for Garen—he sustained a nasty cut from one of the zombies, and the wound seemed infected. Before leaving, we managed to find a few coins on the goblins, a broken wand or rod, a wooden scroll case and a small bottle of red liquid. In town, Garen was able to find healing at the temple, and I found the bottle to contain perfume. Unfortunately, the scroll case contained absolutely nothing but air.

After resting and recuperating we returned to the ruins, determined to find anything of value—whether it be information, treasure, or ancient evil. Alas, the next few hours are but a blur in my memory. We all recognized that our pace before had been too slow, we had been overly cautious and lost valuable time and wasted valuable resources. This time we moved quicker, and soon found ourselves in a large chamber, facing a pack of giant rats, defending their nest. We set a line of defense before the ass, and began to fire missiles (bows, bullets, and rocks) at them. As the rats closed, the linkboy, Tim, and I moved behind the ass. My comrades made quick work of several of the rats, but before long, I found us beset by another pack of them from behind.

The details of this encounter slip from my mind, but I recall Tim falling as rats bit and scratched at him—alas, he was brave for a lad, but not stout enough to defend himself. Before long I myself was covered in rats, and Garen came to aid me as swiftly as he could, shoving rats off of me and standing in their path before me. I fell unconscious from the wounds the rats inflicted, but remember coming around enough to realize that my friends had healed my wounds, and were readying to carry me out to the keep.

Before leaving, Garen found a tattered old blue robe in the rats’ nest. I thought nothing of it until, a few days later; after I recovered from my wounds, he informed us that he had found a large emerald in the hem of the robe. Its value was some 1,000 gold pieces.

Though it is not much, we have at last found something of value in that cursed dark place. Perhaps now we can hire some more stout men to help us find our way deeper into the ruins to learn what the past has left hidden there. Perhaps now we have all learned how best to avoid danger, and to move quickly in the dungeon.

Monday, January 30, 2012

Flashing Blades

After the summer trails away in 1623, a gentleman and a foreign noble go to war...

I recently played a session of Flashing Blades, an RPG set in 17th century France, written in 1984 by Mark Pettigrew. Here are some thoughts and reactions I had to the game. We will continue (with additional players) on February the 11th and I hope to write here about the experience.

Read on for more...

Friday, January 27, 2012

Why Didn't I Think of That?

I have a lot of moments where I say to myself "Self, why didn't you think of that?"


Using Google+ Hangouts as a way to run pen and paper RPGs is brilliant! I am very eager to give this a try.

Some bloggers have put together a site called ConstantCon to help facilitate players and GMs meeting up and setting up games. It really is like the convention game signup sheet--only constant / eternal / perpetual / awesome / never ending. You get the idea.

Check it out at the link below. Also, if you're interested in seeing what games I might end up running in this format, add me to a circle on G+ using the other link here. Please post to me (Limited, + me only) to let me know so I can add you to my gaming circle.

ConstantCon: http://constantcon.blogspot.com/

+Ian Wheat: https://plus.google.com/106423294933249271024