Lanefan
Victoria Rules
Problem, or feature?But the only "plot" that may be allowed is one that uses the pieces that exist in the world. The only "script" that may be allowed is one that uses those pieces. That's the problem here.
If I have 1000 pieces of Meccano but don't have the specific piece I need to build whatever I'm trying to build, then obviously I have to test my creativity by building something else instead.
I'm not touching this analogy with a 10-foot pole.If I may, allow me to use a hyperbolic hypothetical to demonstrate how a DM/director/"referee" could claim that the players/actors have the freedom to improvise without really having that much actual freedom. Consider a situation where you, as a player, are only allowed to quote from Bible passages that have been pre-approved for quotation. You technically still have freedom to "largely improvise" the script/plot...but you're not really in the driver's seat, are you? It would take extreme, near-genius level creativity to dynamically turn such Bible passage quotation into something personal and individual, even though you technically have the freedom to quote any part you want.
For these purposes let's assume we're the only people in the Disney park today and thus won't be spending all day waiting in lines.Now, this is pretty obviously extreme. I sincerely doubt any DM has ever done something actually like that, where players are literally only allowed to quote from things someone else wrote. I certainly don't believe anyone here, even folks whom I think DO go overboard, has ever done this. So, to be absolutely, unequivocally clear, this is not an accusation of any kind, I don't believe real people do this, and I certainly don't think anyone here does it. The point, as stated, is to show that at some point, the DM taking too much control over setting does in fact take away the players' ability to "largely improvize the script...or...the plot", because "choos[ing] which bits of the scenery they interact with and-or play in front of" isn't enough, by itself, to avert a railroad. To use the Disney theme park variation of the railroad concept, just because you can take pictures with Mickey and decide which rides you ride on doesn't mean you aren't on rails or walking pre-determined paths 99% of the time.

A sandbox game is a bit like a Disney park, only you don't know exactly what each ride might entail other than vague generalities and perhaps some "You really should be this tall..." signs. One major difference would be that a Disney park has borders beyond which are nothing but hotels and parking lots, while a true sandbox always has more "rides" if you keep going.
To me, this isn't a railroad. The players get to choose which rides they engage with (if any!), the manner of that engagement, and the outcome they intend to work toward through said engagement. Never mind that after a while they'll become experienced enough to start building their own rides.
Put 10 different groups of players into the same sandbox and you're going to get 10 completely different sets and sequences of events leading to the logging ot 10 completely different stories. And to me that's the opposite of a railroad.
Here's an actual example. Earlier today my DM sent around a highly detailed map - right down to the house-by-house level includng the footprint of each house - of his setting's version of Rome.Conversely, I think we're all agreed that player improvisation necessarily has to be present when DM's setting material is pretty soft-touch or sparse. Not because anything about that side is better (I love me some great worldbuilding!), but simply because...the players have to be improvising just to participate at that point. Meaning, if we grant that the above (intentionally extreme example simply to show that at some point player improvisation is clearly completely taken away by excessive DM setting control), then there must be some point or range where DM setting control begins to outweigh player improvisation.
Now, if I'm a player looking to engage with that city - let's say my PC wants to buy a house there - then I can approach it in one of two ways:
1. I can complain that the rigidity of the map precludes me from envisioning where my house will be in the city* or what its footprint will be or how much land it'll have etc. - in other words I can see it as an arbitrary bunch of DM-imposed limits - or
2. I can use the map as a guide to decide where within the city I'm going to try to locate my PC and to inform myself what kind of neighbours my PC will likely have - in other words I can use it as an aid to play.
I'll take option 2, thanks.
* - in this case my PC already has a house there; I'd always thought of it as being kind of in the southeast part of the city for some reason, but the map puts it on the northern edge. Fine with me - at least now I know where the damn thing is!
