"Railroad" generally has a strong negative connotation IME, when used with respect to RPGs. If one extreme on your continuum is "bad", then a lot of people will tend to infer that the other extreme is "good".
Why would anyone infer that? I, in fact, earlier in this thread, specifically
excluded any such inference from my post by stating, more than once, that
both endpoints of the spectrum are equally undesireable.
coyote6 said:
If that's the continuum -- "good sandbox" to "bad railroad", then any discussion of where someone's game falls on that continuum turns into a question of "how bad is your game?" That seems to be a good way to start a fairly pointless argument, IME.
I have no idea what to say to that. If someone interprets my posts a certain way that are the complete opposite of what I actually said, no matter how clearly I emphasized and re-emphasized the point, then I might be starting a pointless argument?
There are no words...
coyote6 said:
That seems to imply that if a self-described sandbox GM, who has laid out a plethora of plot hooks, and has locations all over a map set up, starts a game for a new group, and the players latch on to the first plot hook they find and doggedly follow it and all its consequences over the course of 15 levels, he is actually running a railroad game, because his campaign is indistinguishable from a game where the only plot hook was that one. Is that a valid conclusion? The players have to essentially wander around a lot, from adventure to adventure, otherwise it's not really a sandbox.
You sure seem to enjoy making bizarre inferences from my posts.
Of course that's not a valid conclusion. As I've said multiple times in this thread, a railroad is a game where the PCs have no significant choice. If a game follows a single thread from beginning to end, but the PCs
choose to follow that the entire time, and the reactions they are able to make with regards to that thread, then of course its not a railroad. I've never put forth any such definition, description or any material that in any ways could imply that I think otherwise.
The DM doesn't have to define the ways the PCs must respond. If the DM is anticipating the players storm the cult's hideout and slaughter 'em all, but instead the PCs dress up as cultists, sneak in, and spike the Cultists punchbowl with roofies, and stab them all in their sleep, that's the plot. It's that the PCs bit the hook (Disappearing people), which lead to Cultists, and PCs dealt with it. That's plot.
That's one valid definition of plot.
In the context of this discussion, it's obviously not the correct one.
That was you "forcing the discussion down paths of OD&D in particular". You named it. You arbitrarily excluded it.
No, really I didn't. I didn't name it at all, except in response to you. For the ...
fourth time now, I made an
off-hand reference to the fact that in the past a relatively more sandboxy style of running the game was perhaps more prevalent. That's it. Ese es todo. No hay mas.