[gurps] sandbox / open world campaigns
Susan Koziel
kataryna_dragonweaver at yahoo.com
Sun Jan 4 16:30:09 CST 2009
I typically have one or two players that opt for multiple characters. I think how far the character is from the groups is a judgement call that the GM can make if he knows the player. I find that the more experienced the player is with open concept (sandbox) type campaigns the better they do, and the more easily they can make a PC that has a distance from the group fit. Players who aren't used to a GMs style or game world seem to have a easier time in a sandbox campaign when they have a designated role and a group to lean on. Once both the players and GM are used to each others styles the more you can make a campaign out of a diverse group.
I like the about their home base being an entity. But I've never got it to work during practical play. My players typically develop a number of home bases, and usually end up taking students (played as 2nd characters by other players) and stuff like that. They develop orders and other historical facts that effect later games - frex what happens in my fantasy game effects their characters in the cyberpunkeque game I run in the same world (or the brief forays I've done in other times/places); but I wouldn't consider their groups as it's own entity. Its more a situation of being a section of the world that is theirs.
How do you functionally make the home base as it's own entity work?
-Sue
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