Forum changes: Editing of posts has been turned off until further notice.
Started by hoefer, September 25, 2008, 11:02:16 PM
Quote from: hoefer on September 29, 2008, 11:46:00 AMI also sill believe that sandbox-style games seem to lack climactic appeal. Is there anyone out there that can refute this? Is there a particular sandbox game you've played where the end of the sessions felt like a "high note" and wrapped up a lot of the loose ends? If so, do you attribute this to the skills of the narrator, the movement of the players, or was there something about how the adventure was laid out/prepared that aided in it having this sort of finish (this is my target fellas, how can I, as a writer, produce a sandbox game that is more likely to result in a nice climax for most GMs...)
Quote from: hoefer on September 25, 2008, 11:02:16 PMFor this discussion the term meant game modules, adventures, story arcs, etc. where the GM was simply given a well described/mapped setting and the players "play" within this setting making of it what they will (like an old school dungeon exploration).
Quote from: Markus on September 30, 2008, 01:20:28 PMMy personal answer is: characters who have conflicts hardwired to them. The resolution of *those* conflicts will provide the climaxes you're searching for, *regardless of the actual emerging 'plot'*.
Quote from: Markus on September 30, 2008, 01:20:28 PMP.S: I'm unsure, however, if by "climactic end" you mean a *nearly simultaneous* resolution of all the issues for all characters, in the same session. In this case, I'm not sure about how to help you.