It seems the vampiric mouse has been wallflowering this conversation
Thanks for the heads up.
a DM's motive plays into the question, as well as his actions. Consequences that make sense in the larger campaign might not equate to a railroad, while consequences put in place solely to force the PCs back on script do--even if the consequences, on the surface, look the same.
I agree with this. It was the point I made upthread about the landslide - we can't tell what is going on their without context - how does it fit into the expectations of everyone at the table, their understanding of what has come before, their understanding of what might follow?
A skilled DM runs a plot flexibly, in reaction to what the PCs do.
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Now, lots of people will argue that the story is what the PCs make of it. And to an extent, I agree. I despise feeling railroaded, and the most well thought-out story in the world won't change that.
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I don't want to feel like my character is helpless to do anything but play through pre-arranged steps--but I do want to feel like my character is part of a story, not just a world. I want the things we do to matter. I want there to be consequences, not merely to our actions and successes, but to our inaction and our failures.
I'm generally sympathetic to this, although I think it puts a bit too much emphasis on the
GM generating the plot - suggesting some sort of high concept simulationism - rather than on the
players generating the plot by engaging meaningful situations - which is my own preference for play.
"sandbox" and "railroad" aren't binary terms. They're a continuum, and only become problematic at either extreme.
I don't agree with this. It is a continuum that only makes sense within the confines of exploration-focused play: in a sandbox, exploration is of the setting (and situation is mostly in the hands of the players), whereas in a railroad exploration is of the situation (and everything but colour and some modest narration pertaining to the PCs is in the hands of the GM).
But once you step out of simulationist play into other ways of playing - such as the afore-mentioned player-driven approach - then there can be play that is neither sandbox, nor railroad, nor halfway between. Namely, play that invovles GM authority over situation, shared authority over content/backstory (players have their PCs, GM has most of the rest, some points of overlap plus details that are more colour than meaty content are negotiated), and plot as the result of all participants engaging the action resolution mechanics.
Why are we still talking about plot in RPGs as if nothing has changed since White Wolf and AD&D 2nd ed?