Only if you treat concepts like "sandbox" and "story arc" like they're violently opposed ideologies. Practically speaking, it's easy to combine the two.The fundamental premise in aboyd's example, of a planned "story arc" being inviolable, is directly opposed to the "sandbox" concept.
Only if you treat concepts like "sandbox" and "story arc" like they're violently opposed ideologies. Practically speaking, it's easy to combine the two.
Only if you frame the discussion that way. You could describe them simply as alternating approaches/methodologies, employed at different times during a campaign ie different does not imply in opposition.Like them or dislike them, and compromise as you will -- but they are directly opposed.
Drawing unhelpful distinctions is unhelpful. Now excuse me for a moment, I have to caption a cat...It's amazing how emotionally attached some D&Ders get to the notion that drawing distinctions is "bad".
Before I even start a game at the beginning, I ask what type of game the players are interested in. If they're into a sandbox style campaign, that's what I'll DM for them. If they're interested in playing a module or adventure path as written in a railroad or semi-railroad manner, I'll tell them upfront that isn't my style and suggest that one of the other players would do a better job of DMing it than me. I'm fine with being a player in a railroad type game, if I'm in the mood for such campaign for several months.
No, but opposed means itself. I can go up and down at different times, but not both at once. If players can reap the consequences of their choices except whenever you decide they can't, then just say so. It's the exact same thing as their being unable except when you choose to permit it. Don't call it a "sandbox" when it happens to resemble one only by coincidence with your whims.employed at different times during a campaign ie different does not imply in opposition.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.