Extreme Sandboxing!

Toa

In Dubio Pro Rex
Registriert
17. März 2005
Beiträge
6.034
Weil ich gerade darüber gestolpert bin:
Grand Experiments: West Marches

West Marches was a game I ran for a little over two years. It was designed to be pretty much the diametric opposite of the normal weekly game:

1) There was no regular time: every session was scheduled by the players on the fly.

2) There was no regular party: each game had different players drawn from a pool of around 10-14 people.

3) There was no regular plot: The players decided where to go and what to do. It was a sandbox game in the sense that’s now used to describe video games like Grand Theft Auto, minus the missions. There was no mysterious old man sending them on quests. No overarching plot, just an overarching environment.

My motivation in setting things up this way was to overcome player apathy and mindless “plot following” by putting the players in charge of both scheduling and what they did in-game.

A secondary goal was to make the schedule adapt to the complex lives of adults. Ad hoc scheduling and a flexible roster meant (ideally) people got to play when they could but didn’t hold up the game for everyone else if they couldn’t. If you can play once a week, that’s fine. If you can only play once a month, that’s fine too.

Letting the players decide where to go was also intended to nip DM procrastination (aka my procrastination) in the bud. Normally a DM just puts off running a game until he’s 100% ready (which is sometimes never), but with this arrangement if some players wanted to raid the Sunken Fort this weekend I had to hurry up and finish it. It was gaming on-demand, so the players created deadlines for me.

Setting: Go West Young Man

The game was set in a frontier region on the edge of civilization (the eponymous West Marches). There’s a convenient fortified town that marked the farthest outpost of civilization and law, but beyond that is sketchy wilderness. All the PCs are would-be adventurers based in this town. Adventuring is not a common or safe profession, so the player characters are the only ones interested in risking their lives in the wilderness in hopes of making a fortune (NPCs adventurers are few and far between). Between sorties into the wilds PCs rest up, trade info and plan their next foray in the cheery taproom of the Axe & Thistle.

The whole territory is (by necessity) very detailed. The landscape is broken up into a variety of regions (Frog Marshes, Cradle Wood, Pike Hollow, etc.) each with its own particular tone, ecology and hazards. There are dungeons, ruins, and caves all over the place, some big and many small. Some are known landmarks (everbody knows where the Sunken Fort is), some are rumored but their exact location is unknown (the Hall of Kings is said to be somewhere in Cradle Wood) and others are completely unknown and only discovered by exploring (search the spider-infested woods and you find the Spider Mound nest).

PCs get to explore anywhere they want, the only rule being that going back east is off-limits — there are no adventures in the civilized lands, just peaceful retirement.

The environment is dangerous. Very dangerous. That’s intentional, because as the great MUD Nexus teaches us, danger unites. PCs have to work together or they are going to get creamed. They also have to think and pick their battles — since they can go anywhere, there is nothing stopping them from strolling into areas that will wipe them out. If they just strap on their swords and charge everything they see they are going to be rolling up new characters. Players learn to observe their environment and adapt — when they find owlbear tracks in the woods they give the area a wide berth (at least until they gain a few levels). When they stumble into the lair of a terrifying hydra they retreat and round up a huge posse to hunt it down.

The PCs are weak but central: they are small fish in a dangerous world that they have to explore with caution, but because they are the only adventurers they never play second fiddle. Overshadowed by looming peaks and foreboding forests yes. Overshadowed by other characters, no.

Scheduling: Players Are In Control

The West Marches charter is that games only happen when the players decide to do something — the players initiate all adventures and it’s their job to schedule games and organize an adventuring party once they decide where to go.

Players send emails to the list saying when they want to play and what they want to do. A normal scheduling email would be something like “I’d like to play Tuesday. I want to go back and look for that ruined monastery we heard out about past the Golden Hills. I know Mike wants to play, but we could use one or two more. Who’s interested?” Interested players chime in and negotiation ensues. Players may suggest alternate dates, different places to explore (”I’ve been to the monastery and it’s too dangerous. Let’s track down the witch in Pike Hollow instead!”), whatever — it’s a chaotic process, and the details sort themselves out accordingly. In theory this mirrors what’s going on in the tavern in the game world: adventurers are talking about their plans, finding comrades to join them, sharing info, etc.

The only hard scheduling rules are:

1) The GM has to be available that day (obviously) so this system only works if the GM is pretty flexible.

2) The players have to tell the GM where they plan on going well in advance, so he (meaning me) has at least a chance to prepare anything that’s missing. As the campaign goes on this becomes less and less of a problem, because so many areas are so fleshed out the PCs can go just about anywhere on the map and hit adventure. The GM can also veto a plan that sounds completely boring and not worth a game session.

All other decisions are up to the players — they fight it out among themselves, sometimes literally.
Players sharing information was a critical part of the West Marches design. Because there was a large pool of players, the average person was in about a third of the games — or to look it the other way, each player missed two-thirds of the games. Add in that each player was in a random combination of sessions (not even playing with a consistent subset of players) and pretty quickly each player is seeing a unique fraction of the game. No one is having the same game experience, which sounds philosophically interesting but is bad news if you want everyone to feel like they are in the same game. Sharing info was essential to keeping everyone on the same page and in the same game.

There were two main ways information got shared: game summaries and the shared map.

Shared Experience: Game Summaries

Players were strongly encouraged to chat about their adventures between games. Email (specifically a list devoted to the game) made between-game communication very easy, something that would have been next to impossible years earlier. This discussion theoretically mirrored chatter between characters who had made it safely back to the town. Did you stumble into the barrow mounds in Wil Wood and barely escape with your life? Warn other adventurers so they can steer clear. Did you slay wolves on the moors until the snow was red with blood? Brag about it so everyone else knows how tough you are.

What started off as humble anecdotes evolved into elaborate game summaries, detailed stories written by the players recounting each adventure (or misadventure). Instead of just sharing information and documenting discoveries (”we found ancient standing stones north of the Golden Hills”), game summaries turned into tributes to really great (and some really tragic) game sessions, and eventually became a creative outlet in their own right. Players enjoyed writing them and players enjoyed reading them, which kept players thinking about the game even when they weren’t playing.

Shared World: the Table Map

The other major way information was shared was the table map. When the game first started the PCs heard a rumor that years ago when other adventurers had tried their luck exploring the West Marches, they had sat in the taproom of the Axe & Thistle to compare notes. While trying to describe an area of the wilds, a few thirsty patrons had scratched out a simple map on the top of the table (an X here, a line here). Over time others started adding bits, cleaning it up, and before long it had grown from some scratches to a detailed map carved into most of the surface of the table showing forests, creeks, caves, ominous warnings, etc. Where was that table now? Gone, but no one was sure where — maybe carried off as a souvenir, smashed in a brawl and used for kindling, or perhaps just thrown out after it was too scratched to rest a drink flatly.

On hearing this story the PCs immediately decided to revive the tradition (just as I hoped they would) and started to carve their own crude map on a large table in the taproom of the Axe & Thistle. As the campaign went on all the PCs would gather around it, quaff an ale, and plan adventures. In the real world it was a single sheet of graph paper with the town and the neighboring areas drawn in pretty well, and then about four or five more pieces of graph paper taped on haphazardly whenever someone wandered off the edge or explored just a little bit farther. Because the map was in a public place and any PC could get to it, I brought it to every game session for the PCs to add to or edit and kept a reasonably up-to-date scanned copy on the web for reference between games. In the end maybe half a dozen different players had put their hand to it.

Was the table map accurate? Not really, but having a common reference point, a shared sense of what they thought the region looked like kept everyone feeling like they were playing in the same world.



An intentional side effect of both game summaries and the shared map was that they whetted people’s appetite to play. When people heard about other players finding the Abbots’ study in a hidden room of the ruined monastery, or saw on the map that someone else had explored beyond Centaur Grove, it made them want to get out there and play too. Soon they were scheduling their own game sessions. Like other aspects of West Marches it was a careful allowance of competitiveness and even jealously to encourage more gaming.

It was also important to me as a GM that players share knowledge because otherwise I knew that no one would put the pieces together. Remember how I said there was no plot? There wasn’t. But there was history and interconnected details. Tidbits found in one place could shed light elsewhere. Instead of just being interesting detail, these clues lead to concrete discoveries if you paid attention. If you deciphered the runes in the depths of the dwarven mines, you could learn that the exiles established another hidden fortress in the valleys to the north. Now go look for it. Or maybe you’ll learn how to get past the Black Door or figure out what a “treasure beyond bearing” actually is. Put together the small clues hidden all across the map and you can uncover the big scores, the secret bonus levels.
Running frequent on-demand games is a lot of work, but because the campaign was set in a fixed region there were ways I could maximize the reusability of some material I prepared.

Recycled Maps: Evolving Dungeons

Maps were a good example — I could pour tons of detail into wilderness maps because I knew characters would be returning to those areas frequently. Even after some players had mostly explored a region they still had to trek through it get to farther away areas. Plus since there were lots of players there was always someone going to an area for the first time. Lots of return on investment. Compare that to a normal game where the players might stroll through a region once and never look back.

Interior maps of dungeons, ruins, etc. were also a very good investment, because even if a party came through and wiped out all the creatures the floor plan did not change. Come back a season later and who knows what will have taken up residence. Wipe out the entrenched kobolds and next spring the molds and fungi that were a minor hazard before have spread into whole colonies of mushroom warriors. Drive the pirates out of the Sunken Fort and its lonely halls become the hunting ground for the fishy devils from the sea — or maybe the whole place is just empty. These “evolving dungeons” were a key feature of the West Marches.

Recycled Danger: Wandering Monsters

Another massively useful tool was the venerable yet mockable wandering monster table. No, seriously. Think about it: by creating a unique wandering monster table for each wilderness area (one for the Frog Marshes, one for the Notch Fells, etc.) I could carefully sculpt the precise flavor for each region. It made me think very carefully about what each area was like, what critters lived there and what kind of terrain hazards made sense (anything from bogs to rock-slides to exposure to marsh fever). They were effectively the definition for the each territory.

Most tables also had one or more results that told you to roll on the table for an adjacent region instead. If you’re in Minol Valley you might run afoul of a goblin hunting party that came over the pass from Cradle Wood. The odds were weighted based on how likely creatures were to wander between the regions.

For all encounters there was also a chance of getting two results instead of one: roll twice and come up with a situation combining the two. It might be a bear trapped in quicksand, or a bear that comes across you while you’re trapped in quicksand. Combining two wandering monsters results is surefire way to come up with an interesting encounter.

Just having these detailed wandering monster tables at my fingertips meant I was always ready when players decided to do a little “light exploring.” These tables got used over and over and over again.

Players never saw these wandering monster tables, but they got to know the land very, very well. They knew that camping on the Battle Moors was begging for trouble (particularly near the full moon), they knew that it was wise to live and let live in the Golden Hills, and they knew to keep an ear out for goblin horns in Cradle Wood. Becoming wise in the ways of the West Marches was part of their job as players and a badge of merit when they succeeded.
As I’ve said before (and any of the players will tell you) West Marches was dangerous by design. Danger encourages teamwork because you have to work together to survive. It also forces players to think: if they make bad decisions they get wiped out, or at least “chased into the swamp like little sissy girls” (a recurring game quote).

It’s an open secret that every GM fudges sometimes, or glosses over closely checking rolls and just hand waves things. It’s part of the art to do it well and gracefully. No such thing in West Marches: I rolled all dice in the open, not behind the screen. If the dice said you sucked a critical, a critical you did suck.

Did this lead to looming specter of sudden death? Yes, but having strong and fairly unyielding consequences combined with a consistent, logical environment meant the players really could make intelligent decisions that determined their fate — they really did hold their own lives in their hands.

Of course for that to work the sandbox had to be built with internal logic and consistency that the players could decipher…

Danger Gradients: Paths of Exploration

West Marches was intended to be a campaign environment, where characters would start at low level (1st actually) and then push farther and farther out into the wilds as they advanced. When I was creating the game map I marked each region with a specific encounter level (EL) to gauge the kind of threats that were normal there. The logical pattern was a rising gradient of danger: the farther you get from the safety of town, the more dangerous and the land became.

In most cases there were no steep changes in encounter level as you moved from region to region: if you were in an EL 3 area, an adjacent region would probably be EL 4 or 5 at most. This makes good game play, but also matches game world logic: the goblins in the mountains don’t magically stay on their side of the fence, some wander into Cradle Wood (the adjacent region) and some even go as far as the Battle Moors (the region beyond that). Distance was generally walking distance not “as the stirge flies”, so the far side of a mountain range might be quite a bit more dangerous since it was effectively “farther” from town.

Mountains, rivers, valleys and similar terrain features divided up the West Marches, creating separate paths of exploration. Players were free to jump around and explore where ever they liked, but there was a tendency to return to previously explored areas just to see what the next region out looked like. So if a party started exploring west into Wil Wood, they would probably push into the Frog Marshes, then the Dwarven Caves, then the Notch Fells, each region harder than the last. But if they explored north into the Moors, they would push into Cradle Wood, Ghost Wood, then the Goblin’s Teeth and so on. Each region also held tidbits that revealed details about the farther regions. By the time you reach the ruins in Harbor Wood you’ve hit lots of clues pointing at their druidic origins.

Multiple exploration paths also meant that a player could level up exploring one direction, die horribly somewhere high level (sorry Mike, two hydras was cruel), and then start a new 1st level character and explore completely different areas. You didn’t have to go back to the same low level areas because there were multiple low level areas (and multiple medium level areas, and multiple high level areas, and so on).

The players never knew I had these potential exploration paths planned out, they just pushed farther and farther into the wilds in whatever direction they started going.

Danger Pockets: Barrow Mounds & Treasure Rooms

Not everything in a region obeyed the overall encounter level — how exciting would that be? Some regions had sharp pockets of danger, like the barrow mounds in the middle of the otherwise pleasant Wil Wood.

By logic those pocket encounter areas had to be either sealed away or isolated somehow, otherwise they would change the EL of the region around them. If the wights stay in their mounds, the rest of the wood is still relatively safe. If the wights go roaming through the forest, Wil Wood should just have a higher EL.

Usually these pockets were either easy to find and well known or hard to find and completely unknown. This kept players from just bumping into extreme danger with no warning — they either knew about the danger spot and could avoid it if they wanted, or didn’t know about it and would only find it with searching, in which case they knew they were unearthing something unusual. If they were smart that would be enough to get them to proceed with caution.

Dungeon design was also a little different than normal. In a traditional game the adventurers sweep through a dungeon and never look back, but as I covered in part 3 the ongoing environment meant every dungeon was a permanent feature. Dungeons generally had the same or near EL as the region they were in (for all the obvious reasons), but to make things interesting I designed many of the dungeons with “treasure rooms” that were harder than the standard EL, well hidden, or just plain impossible to crack. So even when a party could slog through and slaughter everything they met, there was a spot or two they couldn’t clear, whether it was the fearsome Black Door, the ghoul-infested crypts of the ruined monastery, or the perilous Hall of Swords. They usually had to give up and make a strong mental note to come back later when they were higher level.

Lots of times they _never_ came back. They really wanted to, they talked about it all the time, but they never got around to it because they were busy exploring new territory. Rather than being frustrating each new “incomplete” seemed to make players even more interested in the game world.

Was there actually good treasure in the treasure rooms? Yes, really good treasure. Every time the players cracked one it just made them more certain that all those other sealed or well-guarded rooms they couldn’t beat were chock full of goodness.

Postscript

In Gamist-Narrativist-Simulationist (GNS) terms, West Marches was gamist (make bad decisions and you die, roll bad and you die) and heavily simulationist (if you’re in the woods in winter and you have no food you’re in trouble).

An interesting side effect was that West Marches put me (the GM) in a more neutral position. I wasn’t playing any scheming NPCs or clever plots, so I wasn’t portraying intelligent opposition and didn’t have any ulterior motives. The environment was already set, so instead of making up challenges that matched the party I just dutifully reported what they found wherever they went. When I rolled I would freely tell the players what bonuses or target numbers they were up against, so the players looked at the dice to see the result, not me.

In many of the West Marches games it really felt like the PCs versus the world with me as an impartial observer. The players didn’t “see” my hand just the game world, which is about the most any GM can hope for.
Alarming fact: brave GMs all over the place are taking up the torch and starting their own West Marches games. Scary isn’t it?

I’ve already had some private email conversations about how one would actually build and run a West Marches of their very own. Maybe you’ve got the bug too. Early symptoms include a desire to build vast wilderness areas and enlist hordes of players to explore it. Sound familiar? Then read on for a few (hopefully) helpful tips:

Building It

make town safe and the wilds wild — Having the town be physically secure (walled or in some cases protected by natural features like rivers or mountains) is very useful for making a sharp “town = safe / wilderness = danger” distinction. Draconian law enforcement inside town, coupled with zero enforcement in the wilds outside town, also helps. Once you are outside the town you are on your own.

keep NPC adventurers rare — Or even better non-existent. It’s up to the players to explore the wilderness, not NPCs. As soon as you have NPCs going on adventures of their own you move the focus away from player-initiated action. NPC adventurers also makes it harder to explain why interesting things weren’t already discovered — players love being the first to find the Horned Tower or the Abbot’s Study. Keep this in mind when you devise the background for your region. Is it a newly opened frontier? Or is adventuring just something no one in their right mind does in this world (the West Marches premise)?

build dungeons with treasure rooms, locked rooms, pockets of danger — A solid party may be able to wipe out the primary critters in a dungeon, but there should always be spots that are a lot harder to clear. On those rare occasions when a group _does_ manage to clear a dungeon or crack a treasure room, they will stand on the tables in the tavern and cheer, not in some small part to brag to the other players who weren’t on that sortie.
Running It

appear passive — The world may be active, but you the GM should appear to be passive. You’re not killing the party, the dire wolf is. It’s not you, it’s the world. Encourage the players to take action, but leave the choices up to them. Rolling dice in the open helps a lot. The sandbox game really demands that you remain neutral about what the players do. It’s their decisions that will get them killed or grant them fame and victory, not yours. That’s the whole idea.

provide an easy lead to get new players started — Once players are out exploring, each new discovery motivates them to search more, but how do you get them started? Every time I introduced a batch of new players I gave them a very basic treasure map that vaguely pointed to somewhere in the West Marches and then let them go look for it. Whether it was the dwarven “treasure beyond bearing” or the gold buried beneath the Red Willow, a no-brainer “go look for treasure here” clue gets the players out of town and looking around. Of course once the players are in the wilds, they may find that getting to that treasure is much harder than it looks.

the adventure is in the wilderness, not the town — As per the discussion of NPCs above, be careful not to change the focus to urban adventure instead of exploration. You can have as many NPCs as you want in town, but remember it’s not about them. Once players start talking to town NPCs, they will have a perverse desire to stay in town and look for adventure there. “Town game” was a dirty word in West Marches. Town is not a source of info. You find things by exploring, not sitting in town — someone who explores should know more about what is out there than someone in town.

let the players take over — Don’t write game summaries, don’t clean up the shared map. You want the players to do all those things. If you do it, you’ll just train them not to.

competition is what it’s all about — Fair rewards, scarcity, bragging rights — these are the things that push the game higher. You could have a “solo” West Marches game with just one group doing all the exploring, and it would probably be a fun and pleasant affair, but it’s _nothing_ compared to the frenzy you’ll see when players know other players are out there finding secrets and taking treasure that _they_ could be getting, if only they got their butts out of the tavern. (Hmm, is this why I get a kick out of running Agon? It’s true, I’m a cruel GM.)

require scheduling on the mailing list — It doesn’t matter whether a bunch of players agreed to go on an adventure when they were out bowling, they have to announce it on the mailing list or web forum (whichever you’re using for your scheduling). This prevents the game from splintering into multiple separate games. If you notice cliques forming you can make a rule requiring parties to mix after two adventures. Conversely if you notice players being dropped from follow-up sorties too often just because some people can’t wait to play, you can require parties to stay together for two adventures. That forces a little more long time strategy in party selection, less greedy opportunism. Season to taste.

fear the social monster — This is the big, big grand-daddy or all warnings: even more so than many games, West Marches is a social beast. In normal games players have an established place in the group. They know they are supposed to show up every Tuesday to play — they don’t have to think about that or worry about whether they “belong” in the group. On the other hand West Marches is a swirling vortex of ambition and insecurity. How come no one replied when I tried to get a group together last week? Why didn’t anybody invite me to raid the ogre cave? And so on and so on ad infinitum. The thrilling success or catastrophic failure of your West Marches game will largely hinge on the confidence or insecurity of your player pool. Buckle up.
Das klingt verdammt reizvoll... aber ob es wirklich auch so gut funktioniert? Ich weiß, daß zumindest ich der Versuchung erliegen würde, irgendwelche plotträchtigen NSCs in der Stadt einzubauen. Natürlich bleibt es den Spielern überlassen, ob sie diesen Fäden nachgehen, aber es wäre wohl nicht mehr reines "West Marching". :D
 
AW: Extreme Sandboxing!

Kann das sein, dass sich das als MMORPG viel besser umsetzen lässt? Ich schätze das würde früher oder später an den Spielern oder dem SL scheitern, wenn man es als pen&paper umsetzt.
 
AW: Extreme Sandboxing!

Man muss halt sehen, welches Medium das Produkt besser unterstützt.

Und ich warte schon länger auf ein MMORPG mit "Gilden"bezug. Wo eben der "fog of war" Gruppenbezug hat und wo jede Gilde zusätzlich zum normalen MMORPG-Vorgehen ihre eigenen Heimstätten errichtet und schützen muss.
Ja wo vielleicht sogar diese Gilden eigene Questen in Auftrag geben können, aber das führt jetzt wirklich zu weit vom Thema ab.
 
AW: Extreme Sandboxing!

Sagen wir es so, ein MMORPG kann diese Spielweise sicherlich besser unterstützen als viele andere, aber ich sehe die inhärenten Vorteile, die ein Pen&Paper-RPG nun einmal hat, auch hier immer noch gegeben, ich würde eine gute Sandbox-Pen&Paper-Runde nie gegen ein MMORPG tauschen, und wenn es das Beste der Welt wäre.
 
AW: Extreme Sandboxing!

Das war im Endeffekt meine erste Rollenspielrunde, nur dass wir da den SL posten noch immer lustig durch die Gegend geschoben haben...
 
AW: Extreme Sandboxing!

Kann das sein, dass sich das als MMORPG viel besser umsetzen lässt?
Nein, kann nicht sein. Denn das käme diesem Punkt zuwider:
keep NPC adventurers rare — Or even better non-existent. It’s up to the players to explore the wilderness, not NPCs. As soon as you have NPCs going on adventures of their own you move the focus away from player-initiated action. NPC adventurers also makes it harder to explain why interesting things weren’t already discovered — players love being the first to find the Horned Tower or the Abbot’s Study. Keep this in mind when you devise the background for your region. Is it a newly opened frontier? Or is adventuring just something no one in their right mind does in this world (the West Marches premise)?
"NPC adventurers" heißt in diesem Fall: Abenteuerer, die nicht in deiner Gruppe sind - und davon wimmelt's im MMORPGs nur so. Das nimmt dem Ganzen das Gefühl der "Exklusivität".
 
AW: Extreme Sandboxing!

Diese „Gebietslevel“ sind natürlich schon sehr MMORPG-ig, aber das sind eben Gemeinsamkeiten und das ist auch der Grund, warum ich die starke Level-Progression bei D&D doof finde. Passt irgendwie in meinem Kopf nicht mit dem Anspruch einer stimmigen Welt zusammen, obwohl der oben zitierte DM sich sehr große und löbliche Mühe gegeben hat, es stimmig zu halten.

Ansonsten hat er so wie ich das sehe ja in der Praxis bewiesen, dass das funktioniert, da sind Zweifel unangebracht. Ob man Lust hat, so was zu leiten, ist eine andere Frage. Ich frage mich auch gerade, wie das mit Charakteren unterschiedlicher Level läuft, ist ja irgendwie schwierig. Oder gibt’s da dann auch Twinks?

Hat er sein Material eigentlich irgendwo veröffentlicht?
 
AW: Extreme Sandboxing!

Nein, kann nicht sein. Denn das käme diesem Punkt zuwider:

"NPC adventurers" heißt in diesem Fall: Abenteuerer, die nicht in deiner Gruppe sind - und davon wimmelt's im MMORPGs nur so. Das nimmt dem Ganzen das Gefühl der "Exklusivität".
Das ist eine der Sachen, die mich bei MMORPGs abtörnt. Nicht so sehr wegen der "Exklusivität", sondern wegen fehlender Immersion. Man taucht eben nicht in eine weite unbekannte Fantasywelt ein, die man entdecken kann, sondern in einen grafisch und spielerisch aufgemotzten Chatraum voller Mitgeeks.
 
AW: Extreme Sandboxing!

Ich hab mal drüber nachgedacht, wie ich so was aufziehen würde, wenn ich es tatsächlich machen täte. Zunächst mal vorausgesetzt, ich hätte 10-14 Spieler zu Hand, was ich nicht habe. Aber gut, es geht sicher auch mit einer gleich bleibenden Gruppe und einem regelmäßigen Termin.

Also zunächst mal würde ich nicht D&D nehmen, vor allem aus dem angesprochenen Grund, dass ich die starke Level-Progression doof finde. Nicht Progression an sich, aber der Grad der Progression stört mich. Diese Sache mit der Gebietsstufe finde ich bei WoW okay, aber in einem richtigen Rollenspiel affig. Außerdem habe ich beschlossen, dass ich an Oldschool-Systemen außer Savage Worlds nix brauche. Würde also Savage Worlds nehmen.

Dann wäre mir die Fixierung auf Kampf/Survival zu krass. Klar wäre das zentral, aber nicht so ausschließlich wie in dem oben zitierten Konzept. Bei mir würde es auch einen Haufen von intelligenten Wesen geben, die nicht notgedrungen feindlich sind, und entsprechenden Raum für Verhandlungsabenteuer, für den Aufbau sozialer Netzwerke, für Handel, Freundschaften, Liebschaften, und natürlich auch Feindseligkeiten.

Demnach ginge es dann auch nicht so sehr um Beute im Sinne von Gold und magischen Gegenständen (weniger Item-Lastigkeit, weniger MMO-Feeling), sondern es ginge um Ruhm und Einfluss. Ein wirklich erfolgreicher Charakter wäre dann am Ende eben nicht der, der das meiste Gold angehäuft hat und das mächtigste Artefakt besitzt, sondern der, der die Tochter des Häuptlings heiratet und selbst Häuptling wird (oder so was). Das passt m.E. auch sehr gut zu den vielzitierten Pulp-Fantasy-Wurzeln des Hobbys.
 
AW: Extreme Sandboxing!

In die Mage Crusade runde in die ich jetzt eingestiegen bin haben wir auch viele SCs (Ich habe da noch nicht so ganz den überblick und das is wohl auch so gewollt bis jetzt kenne ich 6 und es gibt noch mehr) Das ganze wird so ablaufen das die Spieler sich frei ihre Ziehle setzen es aber nur begrenzt wertvolle Resourcen für Magier geben wird und die Spieler dann unter sich oder gegen einander ausmachen wer was bekommt ... ob das in Spieler gegen Spieler endet oder nicht soll laut Meister ganz in Spielerhand liegen. Bis jetzt sind die mir bekannten Chars alles Consil Magi aber soll wohl auch ne Order of Reason gruppe geben.
Wenn ich es richtig verstanden habe scheint es einen generellen Plot zu geben das kann aber auch das wirken der anderen Runde sein ... man weiß es nicht ...

Bis jetzt is es immer so geplant das selbst die mir bekannten Spieler sich nicht immer treffen werden und es wohl auch mindestens einen Soloplayer gibt (Der mit seinem Konzept wohl nicht zu den andern Passt) und da sich die gruppe auch stendig neu mischt und vereinbart ist das Charaktere auch out of Game per Briefspiel in Kontackt bleiben is das alles sehr unübersichtlich da keiner genau sagen kann was der andere vor hat... ... selbst innerhalb schon vorgegeben Pateinen wie dem Order of Hermes der wohl die meisten Spieler abbekommen hat ...
Einen großteil der Runde kenn ich auch OT nicht oder nur locker so das ich da echt keinen Plan habe ...
... was auch mal ganz cool is.

Das Spiel an sich lief bis jetzt auch zum größten teil auf Selbständige hinaus.
 
Zurück
Oben Unten