Scampir

Be the Choster you wanna read

  • He/Him + They/Them

One Canuck built the #ttrpg tag and the #mecha tag. And that was me.

Cohost Cultural Institution: @Making-up-Mech-Pilots
Priv: @Scampriv


bonkposting
@bonkposting

Found this neat 2015 blog post by Alex Schroeder sharing what amounts to his sandbox game "style pitch" to players.

It's already a pretty short read, but Alex further condenses it into the following two-paragraph explainer in the comment section:


We’re playing in a sandbox. Dangers are not adapted to the strength of the party. Generally speaking, it’s safer near civilized settlements. The further you move into the wilderness, the more dangerous it is. That’s how players control the risks they want to take.

You learn of rumors from travelers in taverns, merchants at markets, sailors at harbors, books in libraries, or sages in their ivory towers. This information is not always accurate or complete. Use these rumors to add new locations, goals, and quests to your map. The actions of your characters determine the direction the campaign will take. There is no planned ending for the campaign. As long as you keep investigating rumors, exploring locations, and following quests, I will keep developing the game world in that direction. The harder you look, the more there is to see.

Super straightforward and contains nothing at all surprising, but I figure it's a good starting point for any genre- or setting-specific tweaks you might want at your own table.


You must log in to comment.

in reply to @bonkposting's post:

These types of games always so fascinating but also intimidating as both a player and a GM. As a player the amount of self direction and motivation needed is pretty damn high, while a GM has to seed so many rumors and places.

I totally agree, and I've learned that it's the GM-side scope creep that prevents me from really engaging with the medium in the way I know I should more than any other tangible limiting factor. Gotta love ADHD!

Chgowiz's "Just Three Hexes" has helped a lot with this, though, and I'm trying to keep it front-of-mind as I prep a few scenarios for a FIST campaign my friends are actually excited about! Not really the same kind of game, but the same prep ideas still apply to some extent.

Total side note, but I'm thankful that most (if not all) FIST modules fit inside of a single, double-sided pamphlet. This forces me to back off of the "I must flesh out every imaginable detail until all of my visitable locations fit into a drawn street map between the places in town because obviously everyone expects for every detail to fit together in a logical and internally consistent way and have an equally detailed visual reference" rabbit hole and I lose my mind again lol.