<html><body><div style="color:#000; background-color:#fff; font-family:Courier New, courier, monaco, monospace, sans-serif;font-size:12pt"><div><span>People look for different things in a game I guess. I personally enjoy playing many different characters. Playing one character for too long bores me.<br></span></div><div> </div><br><div><blockquote style="border-left: 2px solid rgb(16, 16, 255); margin-left: 5px; margin-top: 5px; padding-left: 5px;"> <div style="font-family: Courier New, courier, monaco, monospace, sans-serif; font-size: 12pt;"> <div style="font-family: times new roman, new york, times, serif; font-size: 12pt;"> <div dir="ltr"> <font face="Arial" size="2"> <hr size="1"> <b><span style="font-weight:bold;">From:</span></b> Robert Hoffman <iquinn@surewest.net><br> <b><span style="font-weight: bold;">To:</span></b> 'RuneQuest Rules' <runequest@rpgreview.net> <br> <b><span style="font-weight: bold;">Sent:</span></b> Tuesday,
February 5, 2013 11:07 AM<br> <b><span style="font-weight: bold;">Subject:</span></b> Re: [Runequest] Random thoughts<br> </font> </div> <br>
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--></style><div><div class="yiv380118564WordSection1"><div class="yiv380118564MsoNormal"><span style="font-size:11.0pt;font-family:"Calibri", "sans-serif";color:#1F497D;">I'm curious about this as well. For a while I was playing with a new group that would generate new characters, write up background stories, play an adventure spanning maybe 3-4 sessions and then retire those characters only to start the character generation process all over again. This seemed so crazy to me, since I was used to a more enduring story arc that could outlive any single character and sometimes even an entire party. We played until we reached an endgame of some sort; an epic battle or other satisfying resolution. </span></div><div class="yiv380118564MsoNormal"><span style="font-size:11.0pt;font-family:"Calibri", "sans-serif";color:#1F497D;"> </span></div><div class="yiv380118564MsoNormal"><span
style="font-size:11.0pt;font-family:"Calibri", "sans-serif";color:#1F497D;">I understand the appeal of a "one shot" especially to introduce new players to a setting or rule set, but what is the advantage of repeated "sand box" games?</span></div><div class="yiv380118564MsoNormal"><span style="font-size:11.0pt;font-family:"Calibri", "sans-serif";color:#1F497D;"> </span></div><div class="yiv380118564MsoNormal"><a href="" rel="nofollow" name="_MailEndCompose"><span style="font-size:11.0pt;font-family:"Calibri", "sans-serif";color:#1F497D;"> </span></a></div><div style="border:none;border-top:solid #B5C4DF 1.0pt;padding:3.0pt 0in 0in 0in;"><div class="yiv380118564MsoNormal"><b><span style="font-size:10.0pt;font-family:"Tahoma", "sans-serif";">From:</span></b><span style="font-size:10.0pt;font-family:"Tahoma", "sans-serif";">
runequest-bounces@rpgreview.net [mailto:runequest-bounces@rpgreview.net] <b>On Behalf Of </b>David Smart<br><b>Sent:</b> Tuesday, February 05, 2013 8:37 AM<br><b>To:</b> RuneQuest Rules<br><b>Subject:</b> Re: [Runequest] Random thoughts</span></div></div><div class="yiv380118564MsoNormal"> </div><div class="yiv380118564MsoNormal">Interesting that a number of people keep referencing "sand box" games versus campaign games. I've always run games which were a hybrid of both. Players could go along with the campaign happening in the world if they wanted to or just ignore the "big picture" events as best they were able. I actually had a group of players who bypassed an entire war just by packing up and moving to another area of the world to start up their own caravansary franchise.</div></div></div></div><br>_______________________________________________<br>Runequest mailing list<br><a ymailto="mailto:Runequest@rpgreview.net"
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