S is for Sandbox, Part II Why System Matters (1)

Created: 2025-02-08

To be suitable for sandbox play, a game must be able to resolve encounters relatively quickly.

See in context at S is for Sandbox, Part II: Why System Matters (1)

Created: 2025-02-08

Moreover, the desire to retain only “important” encounters encourages the Game Master to leave “flavour” encounters by the wayside

See in context at S is for Sandbox, Part II: Why System Matters (1)

Created: 2025-02-08

Relatively Shallow Power Curve

See in context at S is for Sandbox, Part II: Why System Matters (1)

Created: 2025-02-08

It is ultimately desirable that a player, with no knowledge of the game’s rules, can make decisions from his or her character’s viewpoint, and have those decisions be viable.

See in context at S is for Sandbox, Part II: Why System Matters (1)