I like this. Much of my personal transition from role-player to wargamer was because I increasingly enjoyed the way narrative, Mxyzplk’s “story of what happened”, emerges from the competitive interaction between the players in a wargame rather than being more-or-less determined by a GM in an rpg.
So what does the idea of a sandbox approach mean for Crisis Point 2017? Perhaps the Crisis Point players could just be given their forces and left to get on with it? Or does that way chaos lie?
Obviously at Crisis Point we’re wargamers not RPGers and we’re used to coming at military situations with perhaps a set of orders (or victory conditions standing in for them) but otherwise free to fight the battle as we wish. And I think it’s fair to assume that even the most hardcore of sandbox rpg campaigns would begin with the group of players having some overall motivation and reason for remaining together.
Should I give each player/force a set of objectives to provide story seeds? Or is that just me not fully embracing the sandbox approach?