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Post by supernaught on May 19, 2009 8:33:16 GMT -6
True, but the whole idea of do aything, go anywhere you want is straight from D&D. Video games in essence have got to the point of emulating what table top RPG fans have been doing for decades ;D
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Post by chgowiz on May 20, 2009 7:56:20 GMT -6
True, but the whole idea of do aything, go anywhere you want is straight from D&D. Video games in essence have got to the point of emulating what table top RPG fans have been doing for decades ;D I would submit that but for a very few games (Morrowind, Oblivion, Grand Theft Auto are the ones I know for sure), most CRPGs are more railroad/story driven than truly sandbox. That's not a shortcoming of the computer, but a reflection of the difficulty in a computer maintaining a responsive world that reacts to *anything* a person may choose to do.
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Post by supernaught on May 20, 2009 9:35:35 GMT -6
I agree, but as technology progresses the more freedom players have in CRPGs especially games like Everquest and World of Warcraft. These games offer a mind-boggling amount of choices and activities for players and massive worlds to explore. Furthermore, just like D&D some computer games are story driven and some are open ended and quite a few offer a neat mix of both.
God bless,
Roy
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Post by calithena on May 30, 2009 10:04:29 GMT -6
Sandbox to me means that PCs can go where they want and do what they want, AND that the GM will give them meaningful material to work with (perhaps based on their setting, but still) regardless of which choices they make.
I discussed some of my strategies for running a game like this in Fight On! #1.
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Post by thorswulf on Aug 28, 2009 17:44:56 GMT -6
The whole concept of letting players do what they want to do within the limited parameters of a mapped setting seems to be one definition of a sandbox. Several friends of mine elaborated on this idea further. One used a blank hexmap, and had numerous charts that determined the general terrain, whether or not any civiiztaion was present, encounters, etc.... You created the world as you gamed. It didn't go anywhere in particular, and sometimes deserts were next to forests, but it was a lot of fun. He called it Waster, because you waste your time playing it forever.... Another friend had numerous pages of similar charts, and one roll led to another chart, which in turn led to others like Waste. He called it a Callypso system, because you made it up as you went along! So really what differnce does it matter what you call something? The act of using one's imagination in the creation of a realm of the fantastic is far more important than labels. Sharing this creation with others is even better!
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