Bill Zebub
“It’s probably Matt Mercer’s fault.”
You forgot the "play D&D and have fun without worrying about labels" category.
I don't recall anyone ever claiming that a sandbox game requires unlimited, unrestricted choices (maybe the Platonic ideal of a sandbox game, but even that's arguable).TBH, sandbox games are typically disingenuous, as they can not have unlimited, unrestricted choices in a game like DnD, where power gating is baked into the leveling system.
From the OP, highlighted for emphasis.I don't recall anyone ever claiming that a sandbox game requires unlimited, unrestricted choices (maybe the Platonic ideal of a sandbox game, but even that's arguable).
Imagine a fantasy game without levels. In this game, a single giant is a tough, but not impossible, challenge for a party. Does the game cease to be a sandbox if the land is invaded by the giant king and his army of 1,000 giants?
That's an impossible challenge for a party to take on directly, but I disagree that it makes the game linear. The party must simply find alternative means to address the challenge. That might involve the use of guerilla tactics, or recruiting allies powerful enough to fight a giant army, or even relocating to a neighboring kingdom that isn't being threatened by giants.
Just because the characters aren't powerful enough to overcome every possible challenge with overwhelming force, doesn't make a game linear.
I prefer to break it down a bit further, into linear, branching, and open. And, of course, it’s possible to use a combination of those structures within a single campaign.I think linear and non-linear covers everything. Really, there is no need to make further distinctions.
I'm not sure what you mean. Why not? Not all choices need to be level-appropriate.TBH, sandbox games are typically disingenuous, as they can not have unlimited, unrestricted choices in a game like DnD, where power gating is baked into the leveling system.
Thoughts? Other ideas that do not fit neatly into the above, or are another (perhaps better) way of thinking of Bingo Card or Card Trick?
Okay. I'll accept that definition for the sake of argument.From the OP, highlighted for emphasis.
SANDBOX: A player driven storytelling technique in which the DM presents options, but players drive the direction of the game towards whatever goals they wish. To be a sandbox under this definition, the DM can't redirect the party with barriers constructed with the intent to alter or limit their choices. The DM will drop options in front of the PCs, but the players are free to ignore the provided options and go in a very different direction if they so desire. The story is player driven.
A choice that has no legitimate chance of success is not a choice.I'm not sure what you mean. Why not? Not all choices need to be level-appropriate.