2016-09-13 Rescuing the Sandbox

I’ve blogged quite a bit about running a Sandbox, and I’ve added my Swiss Referee Style Manual to my house rule document, Halberds and Helmets, which also has some points on how I run my sandbox. And yet, perhaps the author of the Sandboxes and Quagmires blogpost is right: we should also talk about failure modes and how to prevent them. +Ed Ortiz mentions the following problems:

Sandbox

Swiss Referee Style Manual

Halberds and Helmets

Sandboxes and Quagmires

+Ed Ortiz

1. players monopolizing the plot, or more generally:

2. players competing for plot

3. players paralyzed by too much choice, or maybe

4. players unable to choose for lack of information

5. players mistaking a sandbox for *laissez faire*

What works at my table:

​#RPG ​#Sandbox

Comments

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The blog post by Jens D. and the discussion on G+ left me confused, however.

blog post by Jens D.

discussion on G+

For example: “What happens when people are allowed to do what they want? […] They start thinking that there are no (social?) rules at all and - in a worse case scenario - you’ll get anarchy. […] I’ve seen it happening […]” – what? That sounds like very dysfunctional people. How about talking to them? “A sandbox game is different to those traditional games in that it takes away as many limitations as possible, beginning by the world and going as far as designing rules towards the same principle.” Huh? “The DM should provide a strong sense of place and culture, so they know where they come from and a just as strong sense of the stories people tell, so they know where they are headed.” Huh?

As I said, I felt like I was reading a blog post from a different gaming culture that had used all the words I was used to in surprising ways.

– AlexSchroeder 2016-09-13 22:53 UTC