This probably won't be a very popular citation in this thread, but I feel Justin Alexander has a serviceable definition of sandboxing here:
My objection to that Justin Alexander definition is that it is extremely over-inclusive! Here it is:
A sandbox campaign is one in which the players are empowered to either choose or define what their next scenario is going to be.
So here's a completely serviceable way of playing a D&D campaign: every week (or month, or whatever) the players buy a new module and ask the GM to run it for them. They make sure the module is in the right level range for their PCs. And they gradually build their PCs up.
So the campaign goes - in virtue of those player choices - T1 (Hommlet), B2 (KotB), B3 (Palace of the Silver Princess), A1-A2 (ie the high notes of the Slave Lords), S2 (WPM), C2 (Ghost Tower), G1-G3 (Giants) at which point the PCs retire in glory.
But I don't think anyone would call that a sandbox campaign. The choosing of the scenarios happens completely independently of the players declaring any actions for their PCs.
I mean, the players could even choose to play some or all of the DL modules in this sort of set-up!
When we get to the next bit of what Justin Alexander said - "Hexcrawls are a common sandbox structure because geographical navigation becomes a default method for choosing scenarios, which are keyed to the hexes you’re navigating between" - we see that it is one instance of the definition of sandbox I gave upthread:
there is a backstory/setting, with latent situations ("scenarios"), which the players "activate" by declaring appropriate sorts of actions for their PCs (especially "We move from A to B" or "We look around").
The second sentence references both space and notes. But that could be just convention--there's no reason you couldn't meet the primary criteria without relating the scenarios via an extensively keyed map.
So would you count my example of the players bringing a module a week as a sandbox? Or do you agree with me, and with what is implicit in Alexander's actual example of the hexcrawl, that the selection of scenarios (= activation of situtions) must take place via player action declarations for their PCs? And if the latter, how do you envisage that working other than the players engaging with the GM's pre-authored content?
It need not be via moving on a map hexcrawl style. Instead the players could have their PCs wander a city triggering NPCs - as in
@FrogReaver's example of the factions. But the basic principle - activate situations that are latent in the GM's setting material - would be the same.
Genuine questions: How many notes count as "story before"?
Story before is not about
notes. Apocalypse World uses notes - fronts, threats, associated clocks, etc - but is a "story now" game. (The acknowledgements page even says that the whole follows from Edwards's "Story Now" essay. Perhaps that's an overstatement but it tells us something about how Baker views his game.)
I've never played Sorcerer but I believe it uses notes. HeroWars is set in Glorantha, and so very much uses notes, but is a quintessential "story now" game.
Story before is about pre-authorship of
plot, of
resolution.
@FrogReaver's example of the PC striking a deal with the faction
looks to me like story before, because it seems to me that the options for that interaction are already foreclosed - either the PC walks away, or the PC agrees to raid the outpost - and then the GM pulls out the outpost maps and notes they just happened to have ready-to-hand! Of course I can't say this for sure, because
@FrogReaver's example didn't describe how any of the fiction was actually established, so I'm conjecturing based on a general sense of how D&D is often played.
Here's an example of a negotiation with a faction leader in a "story now" game (I'm the player; my fried is the GM; the RPG is Burning Wheel); I think you've read it before, because you-posrepped the post I'm quoting from:
* First, I build the PCs - Thurgon, a knight of a holy military order (the Knights of the Iron Tower), and his sorcerer sidekick Aramina. The GM tells me that we're starting play on the Pomarj-Ulek border - that's a bit warmer than I had expected (in my initial conception Thurgon is rather Germanic) but I roll with it. The backstory I've written for Thurgon includes that "Thurgon left the Iron Tower only weeks ago. The Knight Commander of the order sent him forth into the wilderness. He does not know why." And also that Thurgon has not set foot there in Auxol, his ancestral estate, for over 5 years, since he left to take service with the Iron Tower.
* Now there are some ambiguities in Thurgon's background as represented by some build elements: there is an Affiliation with the Order of the Iron Tower; and also a reputation as The Last Knight of the Iron Tower. So it's not clear if the Tower has fallen, or is falling. The GM doesn't push for certainty in that respect. Instead, he starts fairly low-key and as one might expect: we (that is, Aramina and Thurgon) are travelling along the river frontier (between the settled lands of Ulek and the wilder lands of the forest and the Pomarj), where there are old forts of the order (now abandoned) and also abandoned settlements.
* At one of the homestead, I declared a couple of checks: a Homestead-wise check (untrained) to learn more about the circumstances of abandonment of this particular ruined homestead, which succeeded, and hence (in this case) extracted some more narration of backstory from the GM; and then a Scavenging check, looking for the gold that the homesteaders would have left behind in their panic and which the orcs would have been too lazy to find. Unfortunately this second check failed, which meant that Orcs from a raiding party had virtually infiltrated the homestead before I noticed them. Here we have an attempt at a player-authored plot moment, but the failure tilts the balance of narrational and hence situational authority back to the GM. The fight with the Orcs engaged Beliefs and Instincts, so there were local moments that expressed Thurgon's character in this bigger GM-established context.
* The Orcs (as the GM narrated things) were part of a larger raiding party, with mumakil. I think the GM was hoping I might chase the mumakil, but I have no animal handling, animal lore etc and so the mumakil remained nothing but mere colour. The larger raiding party was chased off by a force of Elves, again narrated by the GM. I wasn't surprised that Elves should show up - my GM loves Elves! I tried an untrained Heraldry check to recognise the Elves' arms, and failed - so the Elven leader was not too taken by me! In this there was cross-narration by me and the GM, but it ran in the same direction: as I was saying (in character) that I don't recognise the Elven leader's arms and wondered who he was, he (spoken by the GM) was telling me that he didn't like my somewhat discourteous look. I don't know what, if anything, the GM had in mind for the Elves, but one of Thurgon's Beliefs was (at that time) that fame and infamy shall no longer befall my ancestral estate. So I invited the Elf to travel with his soldiers south to Auxol, where we might host them. The GM had the Elf try and blow me off, but I was serious about this and so called for a Duel of Wits. Unfortunately my dice pool was very weak compared to the Elf's (6 Will dice being used for untrained Persuasion, so slightly weaker than 3 Persuasion dice vs 7 Will dice and 6 Persuasion dice) and so despite my attempt as a player to do some clever scripting I was rebuffed by the Elf without getting even a compromise. Here we have a player-authored plot moment. Although it ended in failure for the PC, it was all about what I as a player had brought into the situation. I'm pretty sure the GM hadn't anticipated this. So I don't know what he anticipated for the Elves' departure, but in the game it followed my failure to persuade them to join me.
For all I know, the GM had a lever-arch folder of notes and stats for his elves! What makes it "story now" rather than "story before" is that the plot - ie what do the elves do, vis-a-vis the protagonists (Thurgon's) desire to have them join with him -
follows from the actual process of playing the game and resolving the actions.
Here is another example of the contrast between story now and story before, which I may have already posted in this thread; in this case, the notes are in both cases found in the published Episode Book for Prince Valiant:
The Crimson Bull, by Jerry Grayson, unfolds over multiple events in place as the PCs lead the bull of the title to the Vale of Mud. But these are really just extended framing - they don't presuppose particular prior decisions by the players other than to lead the bull to the Vale; and they provide colour and enrich the situation concerning the bull. The actual moment of crunch is in the finale, when the players (as their PCs) have to decide what to do with the bull and the pagan sacrifice of it by the wise woman of the Vale. I think it's a really well-conceived scenario.
A Prodigal Son - in Chains, by Mark Rein-Hagen, has some interesting elements but, as presented, is a railroad in the sense I've tried to set out above. The tell-tale in the writing is stuff like this:
At this point the Adventurers’ actions can have a direct impact on the story. They can meet with the yeomen leaders of the peasant army, try to sneak into the castle, run to get help from nearby nobles, or attack or harass the peasant army. Bryce does what they ask, but strongly requests that they let him speak with the peasant army.
Whatever happened, you need to have things end up with Bryce’s father, the duke, dead. . . .
Just as things seem to be winding down (one way or another) Bryce steps out of the crowd . . .
At this point you need to have things wind up with someone trying to kill someone else as a result of the heated argument over what to do. It can be a peasant trying to kill a yeoman, Alia trying to kill Samson, Samson trying to kill an Adventurer; but no matter what happens, Bryce throws himself in the way . . .
In other words, there are moments of choice that are thematically weighty (how do the PCs deal with the politics and associated dynamics between the "prodigal son", his father the duke and his sister Alia) which have to come out a certain way for the scenario to play out as presented. When I used the scenario I picked up some of the key story elements but just ignored all of Rein-Hagen's sequencing and railroading.
I've gone into this level of detail because I think we have to look very closely at the details of how situations and events are being presented, how they relate to thematic framing and resolution, etc, before we can start to identify whether or not we're looking at a railroad.
Also, I think what Jerry Grayson has done is not only better as RPG design (at least relative to my preferences) but displays more ingenuity as a RPG writer. I think it takes a lot of cleverness to set out an extended framing that builds up the pressure in the overarching situation but without forcing resolutions on the way through that then force railroading if the whole scenario is to be used.
Both scenarios take up multiple pages (a bit less than 2 for The Crimson Bull, a bit less than 3 for A Prodigal Son). What makes one "story now" and the other "story before" is the different ways they present their respective situations, the way they manage passage from event to event, the way they frame the resolution, etc.[/indent]