I've been thinking a bit about the idea of a sandbox. It is basically the idea that you give the players an area wherein they can shape things. Having read John Wick talk about player empowerment in his Houses of the Blooded, I'm amazed by the similiarities.
John isn't exactly old shool. He masterminded they metaplot for AEG when they published the Legend of the Five Rings and acompanying CCG. Talk about story trumphing player initiative.
But, in HotB, he talk alot about how players can, and should, take the part of the narrator. To shape things.
I realized that this is the sandbox ideal, in another form. There have been a lot of discussion about the "D&D endgame", and how there are or not rules supporting something of that kind. Now, look at HotB. It's a game where the players will rule a land, have servants, fight for resources, spy on foreign powers, make strategy and take decisions on how to manage their fief. Add to that game mechanic that actually support player the tools to shape things. Hand out points, currency, for the players to help set the things in motion.
Don't it sound like old and new are converging here? I think the main difference is that in the game John Wick designed there are game mechanic for what the old school think is a natural development.
Sure, that means it's less of a wide open toolbox, but John is upfront with his intentions. He explains that this is a game about one specific thing, and D&D never did that. On the other hand, many have theorized that D&D also are a game about something specific, like exploring. I happen to agree, and also think it's kind of cool to make it explicit and have game mechanic support your vision. I will just mention gold for xp again, since I think it's the idea in a nutshell.
Take a peek at what John Wick is doing. He is interesting.
Tuesday, April 13, 2010
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