Started by James_Nostack, October 28, 2011, 12:02:58 AM
Quote from: Tav_Behemoth on November 02, 2011, 11:00:17 AMContracycle, my experience as the GM of the White Sandbox is that the gonzo Acid Fantasy kitchen-sink approach James describes is indeed a necessary part of the method of sandbox play. When a player says "I want to be 23, a robot cleric who gets his spells from worshipping the Server, a vast computer at the center of the earth", for me to say yes to this - the aesthetic decision that anything can potentially fit into the setting - is part and parcel of me saying yes to the idea that if you go far enough down into a dungeon, you might be able to douse the Server's memory banks with flaming oil - the sandbox method that leaving the edges of everything undefined and having robust tools for creating what's there procedurally provides infinite scope to handle player-driven exploration.
Quotesimply throwing Aragorn, Cthulhu, Conan, Martians and Mind-Flayers (e.g.) into a blender, with no standards at all for what comes out the other end, sucks
QuoteHe replied that, whatever the players get up to, he envisions the unfolding fiction as if Jack Vance were writing it, and plays accordingly. That, plus James' notes about acid fantasy, tells me pretty clearly that there is a something going on here.
QuoteContracycle, my experience as the GM of the White Sandbox is that the gonzo Acid Fantasy kitchen-sink approach James describes is indeed a necessary part of the method of sandbox play.
Quote from: James_Nostack on November 02, 2011, 08:39:24 PMLet's say we're playing a modern-day RPG that focuses on foreign news correspondents the same way Dungeons & Dragons focuses on dungeon-delving adventurers. We can call it Britishers & Broadcasters.... If it's a sandbox, do you think it is improved by player characters with names like "BEE-R-CAN" or "Zaxa of the City of Monuments"? What if one of the players had a normal name, like "Tavis St. James," but the player wanted him to be a three-headed bog-beast? If there's an understanding that this sort of thing is frowned upon, does the game stop being a sandbox? One of the things that came out of the Forge sometime around 2005-2006, which like a lot of Forge ideas took a hell of a lot of effort, yet sounds obvious in hindsight, is that sometimes saying No in some situations can be more creatively empowering than saying Yes, because policing the aesthetic a little bit can help players immerse in the world.
QuoteThere's no "main" storyline (neither pre-planned nor emergent). There a whole bunch of plot threads, some of which attract sustained attention and others which fall by the wayside.
QuoteWithout a main storyline, it's hard to say when the sandbox "ends." In theory, the world always "refreshes" itself and so there's no conclusion unless you get a TPK or the group splits up.