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What separates a sandbox adventure from an AP?
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<blockquote data-quote="Mark CMG" data-source="post: 6553042" data-attributes="member: 10479"><p>In theory, it does and that's why the continuum is constructed as a theoretical model with Sandbox at one end and Railroad at the other, and that is also why those are the two extremes (because it is a continuum based on "Choices / Options"). In actual practice, no single game ever is run at either extreme of the continuum. Even a series of games run with all the same players and GM, in the same campaign world, won't fall exactly at the same point on the continuum. If one had a Sandbox / Railroad meter, and could hook it up to the game (maybe even the brains of those around the table) it would fluctuate all during the course of play. Sandbox and Railroad are theoretical "ideals" that no on ever achieves.</p><p></p><p>The reasons for this are simple. No game is ever completely a Railroad because it is a game. There are players involved. They have to make some choices simply by constructing a character and the GM, by allowing this character to be made for his campaign setting (or dungeon, or whatever), is by default agreeing to certain choices being made by the player. That moves you away from the extreme Railroad end of the continuum and each player choice further does so; the more meaningful the choice, the more movement along the continuum. At the other end, each detail created by the GM or agreed upon by the GM and players regarding the setting limits choices. Each new factor introduced by the GM during gameplay when facilitating consequences becomes an additional limitation.</p><p></p><p>We all know the expression that no plan survives contact (we'll ignore the "with the enemy" part, since I don't proscribe to adversarial GMing <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> ). This is true of both the Railroad and the Sandbox losing their pristine, idyllic states as they come into being and game plays is introduced to them.</p></blockquote><p></p>
[QUOTE="Mark CMG, post: 6553042, member: 10479"] In theory, it does and that's why the continuum is constructed as a theoretical model with Sandbox at one end and Railroad at the other, and that is also why those are the two extremes (because it is a continuum based on "Choices / Options"). In actual practice, no single game ever is run at either extreme of the continuum. Even a series of games run with all the same players and GM, in the same campaign world, won't fall exactly at the same point on the continuum. If one had a Sandbox / Railroad meter, and could hook it up to the game (maybe even the brains of those around the table) it would fluctuate all during the course of play. Sandbox and Railroad are theoretical "ideals" that no on ever achieves. The reasons for this are simple. No game is ever completely a Railroad because it is a game. There are players involved. They have to make some choices simply by constructing a character and the GM, by allowing this character to be made for his campaign setting (or dungeon, or whatever), is by default agreeing to certain choices being made by the player. That moves you away from the extreme Railroad end of the continuum and each player choice further does so; the more meaningful the choice, the more movement along the continuum. At the other end, each detail created by the GM or agreed upon by the GM and players regarding the setting limits choices. Each new factor introduced by the GM during gameplay when facilitating consequences becomes an additional limitation. We all know the expression that no plan survives contact (we'll ignore the "with the enemy" part, since I don't proscribe to adversarial GMing ;) ). This is true of both the Railroad and the Sandbox losing their pristine, idyllic states as they come into being and game plays is introduced to them. [/QUOTE]
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