;) 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 > > > > _______________________________________________ > GurpsNet-L mailing list <[email protected]> > http://mail.sjgames.com/mailman/listinfo/gurpsnet-l _______________________________________________ GurpsNet-L mailing list <[email protected]> http://mail.sjgames.com/mailman/listinfo/gurpsnet-l
