Raven Crowking
First Post
It's more of an amalgam of sandbox-style and linear-style gameplay where the PCs have choices to make between bursts of linear adventures.
All adventures are linear, in the sense that players make one set of choices during any given game session, and making that set of choices precludes other sets of choices during the same time.
The important difference between a sandbox and an adventure path, IMHO, is that the line in an AP is known beforehand (at least in broad outline), while the line in a sandbox is not.
An adventure is only "nonlinear" in any real sense when the "line" being discussed is one drawn by the GM. Thus, in the aforementioned sandbox, players who travel to Saltmarsh may become enmeshed in the plot of U1-3, or they may not -- if they choose to do something else, the plot of U1-3 unfolds without them, possibly with consequences for the setting.
But, likewise, the elements of U1-3 exist regardless of the plot of said modules. It is entirely possible for a group of PCs to eliminate the sahuagin threat before travelling to Saltmarsh, so that those elements form a story far different from the one suggested by the module.
The elements of the threads are predetermined, the plans of the NPCs are predetermined, but the actual story of the game is not. Having a solid framework need not constrain game play along a linear path.
the style of play you describe above has certain expectations in regard to framework and outcomes that pure sandbox-style play would not have.
Please elaborate.
RC