Thread #97889041
File: low res.jpg (115.9 KB)
115.9 KB JPG
Everyone's issues with RPGs are solved when you do sandbox play. You don't need to prepare too much, you don't need to force players along a track to a desired outcome, players will want to explore the dungeons you've prepared, it's not possible to avoid content for very long when they track resources, everybody wins. It's easier to not railroad players.
203 RepliesView Thread
>>
>>
>>
>>
>>97889071
It seems to be.
>>97889197
It’s cause if you’re going to talk mad shit, you better back it the fuck up with actual examples instead of vagueposts about nothing.
>>
>>
>>97889243
> vague
>/vāɡ/
>adjective
>of uncertain indefinite, or unclear character or meaning.
Explain why you are gung ho about sandbox campaigns in specific. Explain what you mean when you say “prepare too much”. Explain why resource tracking is necessary in your ideal game. Explain what it means to “railroad” players, because I’ve seen far too many people abuse that word to describe the most benign shit.
In short, stop being vague, asshole. Explain why I should force my players into a sandbox campaign when they have never expressed interest in it before.
>>
>>
>>
>>97889041
>Everyone's issues with RPGs are solved...
When you start playing other systems. And I mean actually reading them and understanding what they are attempting to say and do, instead of just trying to play every game like D&D and then getting upset that the game isn't D&D.
>>
>>
>>
>>
>>
>>97889041
>>97889197
>You don't need to prepare too much
Sorry anon but a retard that spouted "don't prep" rhetoric got exposed for being a play-by-post player (not even a GM) on discord so the credibility of anyone saying that you shouldn't prepare is at an all-time low.
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>97889041
I tried playing my friends rpg like it was a sandbox; I said "I split from the party and travel north until I meet something." And he had no content for me so I was forced to go back. He could tell what I was trying to do and denied me.
>>
>>97889041
I like sandbox play. It is not a magic band-aid to issues with the group. It can side-step certain issues that are present in more linear campaigns, but it isn't some magic silver bullet to solve all campaign woes. You can utterly bungle a game in a sandbox in most of the same ways you can utterly bungle a linear campaign.
>>
>>
>>
>>97889041
You're close, but the actual solution to everyone's issues with TTRPGs is a greater willingness to compromise.
Are you running for a bunch of storyfags who hate combat, exploration, and survival? Compromise for them, and go as close to freeform as you need, as you all create a narrative together.
Is your group composed of people who are there for the game you all agreed upon? Compromise, and make sure you know the rules well enough to fill in any gaps of knowledge, that things are run consistently and fairly.
It's easier to talk to your group and find out what they want and be willing to compromise on that, than it is to take "the one CRAZY trick that doctors HATE" some shitposter on /tg/ is spouting off about as a universal truth.
>>
All of the best campaigns I've either played in or run myself had had a clear goal or primary plot if some sort - not a prewritten plot, but something more focused than a sandbox. I've tried pure sandbox play as well, but I've not liked it all that much. Players wrecking whatever the GM had in mind and taking things to a different direction is fine, great even, but in my experience games tend to work better if there's some kind of a clear, strong starting scenario, at the very least.
>>
>>97890792
My standards are “stop talking out your ass and provide tangible examples to prove your point or shut up”.
>>97890787
See, this anon fucking gets it.
>>
>>
>>97890905
Pretty much. Sandbox campaigns aren’t superior or inferior to a linear campaign in how much fun they produce, it’s about delivering the experience party came for to begin with. Honestly, I find that if you just work out an agreed upon overall goal for the party but otherwise let the players determine how they want to get there themselves, they’ll be a lot happier and less constrained overall than even in a sandbox campaign.
>>
>>97890646
A sandbox is not "make some shit up in the fly". If you want to make a world to explore that feels good then you're going to have to prep and prep harder then any linear campaign since the players can go anywhere.
>>
>>
>>97891266
Yes, just like how faggots like OP should be actually providing examples instead of talking out their asses. Spammers and OP are both scum worthy of derision. We don’t have to focus solely on one or the other, we can castigate both.
>>
>>
File: 1775347108503353.png (313.2 KB)
313.2 KB PNG
>>97890787
The only good thing that guy ever wrote was this embarrassing meltdown after people ridiculed him for being a boring GM, and it's only good as a pure example of the cringiest sort of loser lashing out at everyone in total frustration.
>>
>>
>>
>>97891372
I'm honestly wondering how he even found the post at this point.
He must be sitting on the archive day in, day out, hammering F5 on certain key phrases, just waiting for his chance to try and shit up a thread.
>>
>>97891338
>his existence is irrelevant to everyone
His existence is spamming up the board with nonsense threads, nonsense threads you seem to be absent from whenever they crop up, in spite of your expressed attitude for putting up or shutting up.
I just thought it was odd someone seemingly so vehemently opposed to threads that don't put up their own experiences with games is mysteriously absent from those threads and willing to deflect from the harm they've been doing.
But the fact you call him a "red herring" reveals your true nature.
You're a hypocrite, a liar, and a waste of resources.
>>
>>97891372
>>97891396
>immediately trying to perform damage control
Nice try, but you're the guy who decided to try and shill your game in the /3eg/ during its last kickstarter and got laughed out by everyone there. That's when you had your super-cringe meltdown.
/tg/ doesn't forget that kind of faggotry easily, especially when it's known you'll start shitting yourself with even the slightest bit of pressure.
>>
>>
>>
>>97891404
Anon, that particular spammer is a faggot. OP is a faggot. Those are both facts. You are acting like the board can’t hate both wastes of space in the same thread. Or in an uncharitable light, you’re trying to change the topic to discuss some other loser in a case of whataboutism to divert attention away from calling out OP on being a vague posting lower talking out his ass. Either way, take your pills.
And I’m still waiting for those examples of play from OP to prove why sandbox campaigns are so great, btw.
>>
>>97891404
All of those threads are full of people telling him to fuck off or asking about what game he's talking about.
You're also more than welcome to pose the question of examples to him yourself if you think it'd be hypocritical not to.
Just because somebody calls out one thread in particular doesn't suddenly make them the board police responsible for calling out every thread in exitsance.
All you're doing it providing cover for OP by suggesting that nobody can press him for details because there are worse threads out there. Meanwhile the ability to press everyone from details already exists, and you're the one wasting time by pretending a choice has to be made.
>>
>>
>>
>>
>>
>>
>>
>>97893340
>>97893343
Vagueposter gonna vaguepost.
>>
>>
>>
>>
>>
>>
>>
>>
>>97890854
I found the opposite to be true. Games tend to wind up a lot better if there's no clear goals at the start. You allow time for things to get rolling and snowball in conjunction with what the players decide to do. At the end of the day, the players are the ones in control of the game, and because of that things are kept interesting. Anytime you try to spin together some melodrama the players are purely expected to care about, it wont work out.
>>
>>97890800
>You're close, but the actual solution to everyone's issues with TTRPGs is a greater willingness to compromise.
Compromise can be a fine thing. However in a game it's a lot better when things are managed within the guidelines of hard, understood, and felt rules that govern the worldspace. There's room for story, there's room for combat, there's room for survival, and these things are naturally in balance, and informing each other as things develop. The best way a game can run is by weaving together a world, and immersing players in it. The best immersion comes from the players making decisions, and those decisions carrying weight.
>>
>>
>>97893555
Sandboxes are superior to railroaded games, but luckily there are other options besides those two.
>>97893563
Doesn't match my experience at all, but I guess the lesson here is just that different groups are indeed different.
>>
>>
>>
>>97893576
In my experience, having no clear goals at all just leaves the players feeling uninterested in the proceedings of the game. But then again, my table often works out what they’re trying to accomplish as a party before the first session, whether it’s take down an evil emperor or going exploring to make mad cash, so they already have a game and goal they have some investment in.
>>
>>97893680
>But then again, my table often works out what they’re trying to accomplish as a party before the first session, whether it’s take down an evil emperor or going exploring to make mad cash, so they already have a game and goal they have some investment in.
But that sounds like the wicked, dreaded session 0...to contribute more than a shitpost, though, that's what my group does as well. GM coming up with a basic premise and hashing out the details by talking things out with the players, and the GM having a plan for the campaign in mind but one he's not set in stone and will change as needed in response to player actions, is what's worked the best for my group.
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>97894149
Would you say that lacking a well-developed theory of mind makes life easier or more difficult for you, anon?
>>97894160
Aside from that, GM and the players can all throw all sorts of curveballs at each other.
>>
>>
>>
>>
>>
>sandbox play
some part of me feels irked this is even a specific term.
like, i dunno, obviously you can't play B4 The Lost City and just wander off into the desert (i mean, you COULD, but the book is about the dungeon).
modules are now written in that Dragonlance plot-based style to the point 'sandbox play' is exceptional. when, really, that's just playing a little game called 'Dungeons & Dragons'.
>>
>>
>>
>>
>>
>>
>>
>>97894727
…Except if the dice decide that despite their best efforts, the party dies and fails to rescue the princess. Or if both the dragon and the princess die in the fight due to collateral damage. Or the bard convinces the dragon into letting them leave with the princess after paying tribute. Or any number of a bazillion things that could happen due to the dice rolls. Which you would know if you weren’t a permanent no-games loser that has never played a real campaign before. Loser.
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>97889041
>Everyone's issues with RPGs are solved when you do sandbox play.
Doesn't solve any of my issues.
>You don't need to prepare too much
We call that lazy GMing. If I'm a player, I expect the GM to put in the work instead of being a lazy faggot and making the game arbitrary with random bullshit.
>you don't need to force players along a track to a desired outcome
You don't need to do that with non-sandbox games, but I'd rather have a clear goal as a player and a clear tone to the game than wander around aimlessly with nothing interesting to do.
>players will want to explore the dungeons you've prepared
Ah I get it you only play D&Dogshit, no wonder you're such a retard. Dungeons are fucking boring, and only suit D&D and its clones.
>it's not possible to avoid content for very long when they track resources
See, now that's railroading.
>everybody wins
Unless you, as a player, want a coherent narrative with a series of cause and effect, in which case you can't have that with a sandbox. Everything has to be improvised, the GM can't pre-plan shit.
I'll take a railroading GM over a lazy GM any day.
>>
Oh boy, another thread where a bunch of no-games argue about a bunch of germs that they don't actually know the meaning of! What a great thread, on a great board. This entire thing isn't a fucking humiliation ritual at all!
>>
>>97895260
I mean at least there's one sincere post in the entire thread >>97890787
>>
>>
>>97894275
>>97894737
It is, The GM is still the one who's going to create the road and what's there. Does it matter if he creates it before or after? No.
>>
>>
>>97889041
As always, I'm here to point out this only applies if the only thing you play is dungeon crawlers over and over again. It doesn't really work for something like Call of Chutullu, any game with a mystery or an intricate conspiracy behind you need to prep for.
>>
>>
>>
>>
>>97895585
>if you try to do anything else then game night is cancelled
Well, duh, If you want to do something else, you'll have to wait until the next session for me to prepare, that's why your option is to tell me your plans at the end of every session or via msg and
>I know the outcome already,
its bullshit you made up because you know you sound deranged
>>
>>97895260
The Sandbox/Railroad/Prep threads are being made with such frequency that it's either one asspained autist, or its the mods looking for new ways to drum up activity since they've overplayed their hand with repetitive, protected threads.
>>
>>
>>
>>97894878
>>97895542
Not just the road, but the towns, the countryside, the NPCs, the encounters, there's a lot more to a road than whether you are accosted by an encounter with the police.
>>
>>97895211
Sandboxes are much easier because you need not flesh out too much before players decide to stumble upon things. A railroad is a lot of work because you have to decide exactly how things are meant to go, and then ensure that players are stuck on that path until the end.
>>
>>97895232
>making the game arbitrary with random bullshit
This doesn't make any sense, it's no more arbitrary than your railroad, and it will also respect player decision making.
>I'd rather have a clear goal
You do have clear goals, they are what you set out to do, the goals you have decided upon.
>See, now that's railroading.
It's not, railroading isn't running out of arrows to shoot from your bow. That happened because you didn't buy enough. Player agency is respected.
>>
>>97895927
Okay, but what if instead of deciding how things are meant to go, you give the players a rough direction, and then you flesh out everything along the way?
There are more options available than 'infinite content in every possible direction' and 'script'.
>>
>>97895708
Then game night comes and I've reconsidered what I want to do and you still can't provide it. At a certain point you need to have a worldspace that is good enough to play in already, or it becomes a zeno paradox.
If you already made up the rails of some adventure then you already know a lot of outcomes, I could see that being pretty boring.
>>
>>
>>
>>97895938
> Then game night comes and I've reconsidered what I want to do and you still can't provide it
Then that’s on you for not communicating that before game night and demanding the GM do something about it. Consider how little a player is asked to bring, aka themselves, a character sheet, and a willingness to play. If they still can’t pull their thumb out of their ass after spending a week sucking on it, the problem is on the player for being an indecisive twit and not the GM.
>>
>>97895938
>>97895938
>Then game night comes and I've reconsidered what I want to do
Not my fault that you're an indecisive faggot, you had an entire week to declare your intentions and failed, sounds like a you problem.
> you already know a lot of outcomes,
You know what would happen if the players don't intervine. You do not know what happens when the players DO intervine.
Preparing gives you some guidelines on how the scenery will react even in the most deranged of situations.
You are very obsesses with a GM writing "solutions" and that's your main fault: a DM doesn't write solutions it writes problems. and the players see what they can (or can't) do about it.
And if you have an intended solution and the players bypass it, that's also part of the story, a part you'll never get to enjoy if you just randomize and improvise everything.
>>
>>
>>
>>
>>97896050
>>97896050
Got any examples of the last time you had to account for a last minute change of plans from your players?
>>
>>
>>
>>
>>
>>
>>97895613
C Coldstone Outpost
D Soda Shallows
E Mallow Marsh
F Port Caramel
G Cinnamon Sands Outpost
H Banana Cove
I Chocken Isle
J Berry's Folly
K Peppermint Grove
L Jolly Rancher Lagoon
M Brown Sugar Bay
N Peanut Peninsula
O Vanilla Cliffs
P Snickerdoodle Atoll
Q Gingerbread Reef
R Frosting Falls
S Fort Strawberry
T Butterford's Spring
U Gummi Isle
V Mint Spires
W Blackfeather Retreat
X Scaleback's Place
Y Gharbad's Promise
Z Hornbill Cove
>>
File: feast.jpg (210.7 KB)
210.7 KB JPG
>>97896762
Wendy's energy
>>
>>
>>97896607
That dismissive attitude is the reason nobody gives a shit about the games you run, you wanker.
>>97896614
Further proof you don’t play games, since at its base railroading is the GM going “No, you don’t” ad infinitum to whatever they don’t like. A sandbox requires you to actually give a shit and not just make shit up constantly, but to also justify that shit’s presence constantly. Retard.
>>
>>
>>
>>
A good sandbox is massively harder to create and maintain than a good linear narrative. Most people are not the gods of improv they think they are, and most world building enthusiasts aren't good at making engaging content for players. So at a certain point when we're all adults with jobs and lives outside of the game it's easier to just ask the players to just buy into whatever the GM has planned instead of meandering around waiting for something interesting to catch your attention or having your own goals within the game. This is why so many sandbox games fizzle out. You're boring and your way of play requires more buy-in than most people are willing to give.
>>
>>97898039
I already did, but I will do it again. The idea that sandboxes are “easier” to create than a linear adventure is a lie perpetuated by people that have never properly run one. A proper sandbox game is not solely about freedom of choice, it’s about providing opportunities and set pieces that allow for choices meaningful to the players and their goals. A sandbox full of nothing but dungeons is worthless to players looking to play kingsmaker, for instance. Or another way of looking at it, a player group that decides they want to explore all the corners of the map for the fun of exploration will necessitate the creation of unique civilizations, landmarks, ruins, species, and even obstacles between traveling locations to make the players feel accomplished by surviving what other travelers could not. All the kinds of shit that you can’t just improv on the spot without looking and sounding as lazy as your table will realize you are.
Sandbox campaigns can be fun. They can be rewarding. But they’re exhausting if you actually give a shit about delivering a good one. If all one thinks a sandbox game is just going “uhhhhhh there’s orcs here now fight them” perpetually, they’re not running a sandbox game. They’re being lazy dipshits that don’t respect their table’s time.
>>
>>
>>97898304
>again provide no actual counter argument or examples to back up his claims
>again stamps his feet like a child and just goes “no u” because he knows he has no rebuttal
Until you actually provide something worth talking about, I’ll take this as your further concession to my claims. Have a nice day, no-games.
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>97898151
>A proper railroaded game is not solely about freedom of choice, it’s about providing opportunities and set pieces that allow for choices meaningful to the players and their goals. A railroad full of nothing but dungeons is worthless to players looking to play kingsmaker, for instance. Or another way of looking at it, a player group that decides they want to explore all the corners of the map for the fun of exploration will necessitate the creation of unique civilizations, landmarks, ruins, species, and even obstacles between traveling locations to make the players feel accomplished by surviving what other travelers could not. All the kinds of shit that you can’t just prepare weeks ahead of schedule without looking and sounding as controlling as your table will realize you are.
>Railroaded campaigns can be fun. They can be rewarding. But they’re exhausting if you actually give a shit about delivering a good game. If all one thinks a railroaded game is just going “uhhhhhh there’s orcs here now fight them” perpetually, they’re not running a railroaded game. They’re being storyfagging dipshits that don’t respect their table’s agency.
>>
>>97898991
I see what you’re trying to pull, it none of what you wrote makes actual sense, you retard. Point is, nobody goes to an ice cream store that sells 52 flavors if they’re either out of every flavor but vanilla or just sell 52 variants of vanilla like most “sandbox” games with zero preparation tend to be like. A good sandbox game requires preparation if you want your players to be engaged and actively looking for stuff to do. A bad sandbox dumps the players out into a world with nothing interesting to do, and nothing to draw the players’ attention or interest. They won’t give a shit about there being no rails, because they have nothing specific or unusual to interact with until the GM farts out a random encounter. Which at that point might as well be a linear campaign because they’re still dependent on the GM providing all the content, yo they’re just free to either wander randomly until the GM pulls something out his ass, sit there and do nothing, or go home.
>>
>have to have something ready if the players want to go to the nearby forest
>have to have something ready if the players want to go the nearby mountain
>have to have something ready if the players want to play politics in town
>have to have something ready if the players want to amass an army against the king
>have to have something ready if the players want to become bandits
>have to have something ready if the players want to do whatever
Sounds like a lot more work
>>
>none of what you wrote makes actual sense
to be fair you need a high iq to understand the effort that goes into crafting your epic donut steel story and forcing the players at it every opportunity they have to make a "decision"
>>
>>
>>
>>97898427
>Your post is just a bunch of assertions.
The premise of the thread is the assertion that all RPG issues are solved by sandbox play. The very first post is asking for examples.
Stop being hypocritical and complaining that other people only make assertions when all you've done the entire thread is make vague assertions or parrot other people.
>>
>>
>>
>>97899533
You asked for examples here >>97898427
So give me the type of examples you think are convincing towards the benefits of sandbox play.
>>
>>
>>
>>
>>97898151
- sandboxes are easier is a lie
asserted without evidence.
- choices meaningful to the players and their goals
we are agreed. no one ever argued otherwise.
- full of nothing but dungeons
no one said sandboxes contain only dungeons.
- can't improv
no one said you have to improvise everything in a sandbox. there is also nothing wrong with improvising everything on the spot. if the players aren't satisfied, they are more than welcome to a full refund of the cost of the game (zero dollars).
- good sandboxes are exhausting
asserted without evidence.
So are you going to actually support your position, or should we skip to your 3 day for trolling outside of b?
>>
>>
>>97899055
>have to figure out how to force the players to the forest if that's where the railroad is
>have to figure out how to force the players to the mountains if that's where the railroad is
>have to figure out how to force the players to the town if that's where the railroad is
>have to figure out how to force the players to gather an army if that's where the railroad is
>have to figure out how to force the players to become bandits if that's where the railroad is
hey you're right, railroading IS a lot more work! you've convinced me. I'll run sandboxes from now on.
>>
>>
>>
>>97889041
>>97899640
>Everyone's issues with RPGs are solved when you do sandbox play.
Initial assertion, still waiting on evidence
>You don't need to prepare too much,
No examples given
>you don't need to force players along a track to a desired outcome,
No examples given
>players will want to explore the dungeons you've prepared,
Asserted without evidence
>it's not possible to avoid content for very long when they track resources,
Asserted without evidence
>It's easier to not railroad players.
Asserted without evidence
Still waiting on you to support your position or give examples like >>97889052 asked for OP.
>>
>>97899640
If you’re really wondering why I’m so dismissive of those kind of campaigns, sure, I can play that game. Played in a couple, tried to run one myself. All of them fizzled out, but for different reasons.
The ones I participated in just generally died cause the GMs just stopped caring. They weren’t incompetent or anything, but when they saw our party mostly sticking to the starting location instead of getting out to explore the world, it got messy. One straight up ran out of shit to improv for the starting town and had to outright beg us to leave to get on with the game before eventually admitting they lost interest, the other just didn’t have the nerve to say anything and never called for another session.
My personal experience was with a mixture of self-involved players and a bunch of follower types. And despite telling them it wasn’t a sandbox game, they generally just jumped at the very first adventure hook or set piece I mention in a scene, no matter what it was. And while I didn’t mind, after a few sessions everyone at the table agreed they just weren’t feeling this one game since the followers didn’t care one way or the other what they were doing and the self-motivators got tired of having to be the ones driving things all time. And while I’d put in a lot of time to make the world feel fleshed out, I agreed to scrap the game and reuse the material I wrote for another campaign in the future since the players weren’t into it and that was more important.
So, yeah. In my experience, people like the idea of a sandbox more than actually running one. Nowadays, I let the table form a specific goal but then let them players figure out how they want to get there. Like if they wanted get to an unexplored continent, but needed an airship. They could either do jobs to buy one, join a crew of an airship for passage, steal an airship, whatever. It honestly seems to motivate my table more than a sandbox campaign would motivate them.
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>97900125
Thank you, good sir.
>>97900220
See, as a GM, it wasn’t a problem for me one bit cause I came prepared with a bunch of different options so that I never had to force any choice upon the players. Sandbox, remember? But when we discussed the campaign post-mortem, the players admitted that they either a) were rather troubled by “not knowing what to do” but didn’t want to speak up, or cause a fuss, or b) Just wanted to do something that session without needing to plan out what they wanted. So it’d be they would ask something like, example if there were any dungeons to go to. So I’d flip through my notes to point out several areas that matched it, and they’d just pick the first every time without pondering the other choices just to get to the action for that session.
Really, what it boiled down to was that my table just didn’t jive with a pure sandbox experience due to finding it more directionless than they’d like. They were fine with the setting, fine with their characters, and I tried to be as hands off as a GM should be. But they’re there at my table for only so many hours at a time, sometimes after a long work week, and most of them explicitly just want to sit down and roll dice and leave the planning to those of us who cared, so we collectively agreed to just move on from that particular campaign to something more limited in scope and goal focused for the table.
>>
>>
>>97900200
>pay me
You haven't shown that it does what you claim it does, let alone anything to suggest you're capable of teaching people how to do it.
Provide evidence to support your position or you're a scam artist.
>>
>>
>>
>>
>>97900547
>>97901201
this ain't a debate
>>
>>
>>
>>
>>
>>
>>
>>
>>97900547
Why would I show you what it does when I told you in the OP what it does. It's obvious from the start of the thread why it's great, why it's valuable, why anyone should strive for it. It's the gold standard of RPG play. If you read back through the thread you will clearly see some anons with a 'good enough' complacency, or those who want hand outs. When I would rather just have discussions about playstyles instead. On a long enough timeline you will the advantages crop up, and you will see those trying to derail it.
check this post >>97896050
read the replies to such a straightforward assessment.
>When we sit down at the table and I've changed my mind on what I want to do during the session, you cannot play, because nothing you prepared is ready for that game
What happens during the other style of play, well you just sit down and you play the game. Incredible stuff really.
>>
>>
>>
>>
>>97899785
Ok. My experience is the opposite. Just so you know, when people ask for evidence, they're not requesting stories. It doesn't matter if you've played one bad game or a trillion. That doesn't constitute a proof of a system's or a game structure's design flaws. What does constitute proof, is proof. Like, for example, showing by way of syllogism or induction that a particular form of play inevitably leads to bad experiences for all conceivable groups at all times and all places and all contexts. Since there exist people who enjoy sandbox games and don't run into any problems with them, you won't be able to do this.
>>
>>