As a general rule, I like a larger sand box for my games. However, this can often lead to players not really knowing what they can do or should do. We need to give gentle (and sometimes not so gentle) hints as to what is available for them to do. Some games give characters a specific goal during character generation. There is no reason not to do so even if not part of this process. For me, that is part of session 0 when I start a new game: unless I have something specific, I try & get what the players want to do.
Sadly, this does not always work out. I am also guilty of this when I am a player: what does my character want to do? And until I get into the game, I tend to follow the other players.
Opposing this is the set adventures. I have a lot of them that I've yet to actually run (and that was part of the nucleus of starting to track the stuff I do have. Which I am failing at. As mentioned - I love organization but sorely lack the ability to do so. Case in point: running the Fantasy Trip game over the weekend and could not find the cultist minis I knew I had. I finally found them but not where I expected them to be. I have a lot of minis and while some are sort of sorted, the rest are scattered) I just worry about railroading with pre-made adventures. Though I've had some luck using them and feeling like I am not forcing the players down a single path.
I have 3 books so far on running games: the XDM book (which, wow, the hardcover there is $125! Maybe I need to sell my copy!), So You Want to Be a Game Master, and the Secret Art of Game Mastering books, and they all pretty much say the same thing: find the sweet spot. But that also really depends on the group you are with. I think I need to do a bit more handholding for both my groups (and due to some family dynamics, the Sunday gaming may be on a temporary hiatus, though we all want to play).
Back to the sand box: the Ten Foot Pole review site which I sporadically read has some strong thoughts about sand box "adventures" vs usable adventures. And that is the crux of a lot of my issues: I can create vast worlds and all that, but if they are boring to the players due to me not expressing the world in something they can use and really interact with, it is just so much wasted time. Well, not wasted as I have a lot of fun doing it, but it is not as much fun for the players. But I'll keep reading, and practicing, and knowing that I have run fun games in-between the more boring ones, I'll keep trying.
a wash and dry brush later |
statues, as statues then attacking! pre-painting |
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