EzekielRaiden
Follower of the Way
Conversely, very specifically because people have asserted it on this very forum, I'm intensely aware of the "invisible railroad". Which should not ever count as a sandbox, even though literally the whole point of the invisible rails is to deceive the players into thinking they are in a sandbox when they aren't. We had a whole thread about them a while back. Heck, we had a second, and apparently I conflated them in my memory (though there it uses the phrase "illusionism" rather than "invisible railroad"/"invisible rails").We could get into this. I think the issue I have with some definitions, is they get used as a way of making an argument like "All sandboxes are really just railroads". And in doing that they basically argue that pretty much most adventure structures are really just railroads. So for example I don't think an AP is a railroad. I think it can be one, as can a mystery or even a sandbox, but it is boils down to the players sense of control over their decisions, how much control they actually have, and what actions the GM may be taking behind the screen to promote agency or hinder it
I've already gone on record--several times--saying that this is a spectrum, that there are PLENTY of games that are neither pure railroads (which are almost unheard of) nor pure sandboxes (which are not quite as rare, but still very rare), but some point between. Further, that those which lean more-sandbox-than-not are perfectly legitimate to call "sandbox"--but there can still be degrees of sandbox-y-ness.
So I'm definitely not doing that thing, and I honestly don't see anyone else doing that either.
In fact, I see what seems like quite the reverse, hence why I referenced "invisible railroads" to start with. The arguments I've seen seem to call anything other than the most ham-fisted, clumsy, brute-force railroad as being "a sandbox", which is a pretty tough argument to swallow. I flatly don't accept an invisible railroad as a sandbox, even if it's a game where the players (incorrectly) believe they have freedom and agency. The feeling of agency is certainly important, but for it to be any degree of sandbox, that feeling needs to be actually correct, and to a pretty significant degree--merely being correct occasionally isn't enough. Of course, again, I recognize degrees of sandboxiness, so "correct" here doesn't mean the belief needs to point to having the most stridently sandbox game possible. It just needs to be the case that (a) the players more often than not do have the necessary degree of freedom and agency for the kind of sandbox on offer, and (b) when they believe they are exercising that agency, they usually are. (The "more often than not" part is simply, as I've said, setting a fuzzy dividing line between "more railroad than sandbox" and "more sandbox than railroad".)
An AP is more railroad than sandbox. That doesn't mean it cannot possibly ever contain any amount of sandbox--it most assuredly can. I have played an AP, Lost Mine of Phandelver, which has elements of sandbox-y play despite being much more prefigured than not-prefigured, and I appreciated that mix of elective interaction. (A big problem I had with the follow-up, Phandelver and Below, is that it is both really linear, and offers functionally no opportunities to do anything "off" the adventure. We ended up with scads of cash and nothing whatsoever to spend it on because we couldn't get OUT of Phandelver for more than a few hours, and all the good shops were in Neverwinter!)
I'd like to cut out this one bit here though, because it points to a much more serious disagreement:
Perhaps I am misreading, but is this a claim that a railroad can be a sandbox? Or is it saying that an AP can be a railroad or a sandbox? If it is the former, we have a much, much bigger issue to address than any of the above.So for example I don't think an AP is a railroad. I think it can be one, as can a mystery or even a sandbox,