[gurps] sandbox / open world campaigns
rekres
rekres at gmail.com
Sun Jan 4 00:03:05 CST 2009
On Sat, Jan 3, 2009 at 7:42 PM, Susan Koziel
<kataryna_dragonweaver at yahoo.com> wrote:
> Seeing as sandbox games are the only sort I run, I suggest:
>
> 4) Also the problem of one PC not socially fitting with the rest - it's easier to run a sandbox game if the PCs all have a reason to regularly be together. eg :A local - pickpocket/theif in a game that involves other PCs that are politicians or working on matters of state rather then survival are tricky to play. So as a GM you need to make judgement calls on what a player should or should not play. This sounds draconian but in a sandbox game it's not.... a player will just get frustrated if their character doesn't fit with the others in the party - and that's not fun for anyone.
>
One of my all time favorite games, Ars Magica, works this directly
into the game. All the players have at least one character, sometimes
two or three, that they play themselves, but they also have a shared
character, the Covenant. The Covenant is their home, a place of
safety in an unsafe world. A place of gathered and shared resources.
Each player has their own input into how the Covenant is built and
run. Each character has a vested interest in seeing the Covenant
succeed. Of course, each character will have his own ideas as to what
the best way to achieve that success. Often those ideas will conflict
with one another and provide some of the best dramatic roleplaying.
--
Chris J. Whitcomb
"I try to keep an open mind, but my brain keep falling out!"
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