Jan 9, 2020 9:18 pm
I have used it for a number of years and found it works extremely well even in FtF games it just works even better in PbP games because they tend to be slower -- for FtF games I always try to have enough flesh on all possible paths available to the players to get me through the session -- then between sessions I add more flesh where its needed for the next session
Also when I create adventures -- I tend to sprinkle in hooks to other adventure possibilities but because all I need is a skeletal idea of what that is -- these can be done fairly simply -- further I can apply time frames to these things such that they might be there and then disappear -- or be there and get worse -- or be there and just be there
The key is you want the players to feel that the world is NOT waiting on them and that if they wait to long on something it might go away or get a lot worse -- these elements which rely only on skeletal frameworks means a lot less effort and virtually no wasted effort because if the players never pursue one -- you take that skeleton and redress it a bit and then use it again else where
This method of adding additional adventure possibilities as the players go along has resulted in a semi-sandbox sort of game play -- this means while the players are actually making the choices as to what they want to do -- they never get into that horrible situation of -- well what do we do now -- which can happen in straight sand-box games
To me pure-railroads and pure-sand-boxes do not work well -- as both have issues that reduce the fun of a game. However if you can learn to mix the two you can get the best of both worlds -- players feel they are in control of themselves -- and they always have obvious paths that they can choose to take -- including ones that you as the GM may not have even considered
Also when I create adventures -- I tend to sprinkle in hooks to other adventure possibilities but because all I need is a skeletal idea of what that is -- these can be done fairly simply -- further I can apply time frames to these things such that they might be there and then disappear -- or be there and get worse -- or be there and just be there
The key is you want the players to feel that the world is NOT waiting on them and that if they wait to long on something it might go away or get a lot worse -- these elements which rely only on skeletal frameworks means a lot less effort and virtually no wasted effort because if the players never pursue one -- you take that skeleton and redress it a bit and then use it again else where
This method of adding additional adventure possibilities as the players go along has resulted in a semi-sandbox sort of game play -- this means while the players are actually making the choices as to what they want to do -- they never get into that horrible situation of -- well what do we do now -- which can happen in straight sand-box games
To me pure-railroads and pure-sand-boxes do not work well -- as both have issues that reduce the fun of a game. However if you can learn to mix the two you can get the best of both worlds -- players feel they are in control of themselves -- and they always have obvious paths that they can choose to take -- including ones that you as the GM may not have even considered