EzekielRaiden
Follower of the Way
I'd extend the analogy further: Imagine snakes-and-ladders, but instead of dice, you have piles of envelopes marked with "cautious", "pragmatic", "risky"--cautious only offers 2, 3, or 4 spaces movement and favors 3; pragmatic offers 1-6 in equal abundance; risky offers only 1 or 6 in equal abundance. You have some idea what your choice means, but it's still not really what I would call a meaningful degree of agency. (Alternatively, you could have players choose which dice to use; functionally has the same effect).This does not strike me as sufficient for agency. Imagine a game of snakes-and-ladders, played not by rolling dice but by drawing numbers from a hat. The experience would differ depending on which lot a player chooses to pull out; but this change in randomisation method doesn't increase the player's agency.
Sure. There's somewhat more agency. Somewhat more input. But you are still walking only on paths--branching or otherwise--that have been laid out in advance and which cannot, even in principle, be changed in any way not written by Ryan North (adapting Shakespeare). The only endings are those present in the book. The only paths to those endings are ones present in the book. Not one thing you do can, in any way, create a new ending, reframe or rewrite an existing ending, or add a choice that logically fits the situation but wasn't pre-written by the authors.A well-written choose-your-own adventure does not have random coin flips at the junctures, though. There's more l I gical relation to the choice and result than just drawing of lots provides.
It isn't "a railroad" in the strictest definition. But if we're using a strict definition there, why should we not also use a strict definition of "a sandbox"? CYOA/"chooseable-path adventure" books offer pretty limited but nonzero agency. They are far, far, far away from being "a sandbox" in the strict definition. I consider the vast majority of ways D&D DMs can work with their players to be much more similar to a complex CYOA/"chooseable-path adventure" than to a sandbox, strictly defined. That would put many D&D campaigns more or less in the middle of the road, neither particularly strong for player agency, nor totally devoid of it--offering minor, or restricted, or partial agency, not broad and extensive agency--which is the sense almost always communicated or desired when one refers to things as "a sandbox".
I remember a thread talking about this and how "sandbox" and "railroad" can interact, probably a year or two ago. Terms like a "railbox" (a set of adventures players can choose between, but which have a rigid path to follow once started, and thus the end result could vary a lot based on when and which and the sequence thereof) and a "sandroad" (a series of linked, small-ish open areas, but you have to move from sand-spot A to sand-spot B to sand-spot C, so the overall arc is set even though the path to get there may meander a lot). A CYOA/"chooseable-path adventure", even one as complex and diverse as North's To Be or Not to Be, would fall far short of "a sandbox", even though there are many roads and many branches.