;)
Yes, but I've found that dungeon crawl campaigns; which are more directed then 
a sandbox type campaign, can tolerate a wider diversity of character types. ie: 
a poor theif and a knight or paladin can be on the same team in a directed 
campaign. In a sandbox type campaign the paladin rarely has a legitamate reason 
to hang with a theif, and it take more experienced roleplayers to actually make 
that combo workable. So the GM has to pay a bit more attention to that fact.

-Sue


--- On Sat, 1/3/09, Brandon Cope <[email protected]> wrote:

> From: Brandon Cope <[email protected]>
> Subject: Re: [gurps] sandbox / open world campaigns
> To: "The GURPSnet mailing list" <[email protected]>
> Received: Saturday, January 3, 2009, 9:47 PM
> --- Susan Koziel <[email protected]>
> wrote:
> 
> > 4) Also the problem of one PC not socially fitting
> > with the rest - it's easier to run a sandbox game
> if
> > the PCs all have a reason to regularly be together.
> 
> It's easier to run *any* game if the PCs have a reason
> to be together. This could be a requirement during
> character creation ("Your characters must be police
> detectives or civilian specialists employed by the
> police.") or a consequence of the first adventure (the
> PCs must continue to work together, willingly or
> unwillingly). 
> 
> ? So as a GM you need to make judgement calls
> > on what a player should or should not play. This
> > sounds draconian but in a sandbox game it's
> not....
> 
> The GM needs to be able to vet any character submitted
> to any campaign.
> 
> Brandon
> 
> 
>       
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