not knowing that contributes to the risk. If I have intelligence suggesting otherwise, it is a less risky proposition. Both are fine. You want both circumstances in a campaign. Sometimes players should have ways of getting more information about something like this, but sometimes that information isn't going to be available. I like having some cases where blind choice is a factor, even if in most the choices will be more informed.
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I am not saying this approach is wrong. I am saying the other approach is okay too
I'm not quite sure how to reconcile "I am not saying this approach is wrong" with "You want both circumstances in a campaign". Does the latter really mean "I like to have both circumstances in a campaign?"
But anyway, I don't see the particular appeal of blind choice in the sense of
the GM has already decided what will happen when I declare my action, and I don't know what that will be, and it might hose my PC, but I'll just take the chance. This doesn't strike me as conducive to player-directed RPGing.
When it comes to
getting more information, as I've already posted upthread there are different ways of approaching this in RPGing, and in my view some push play very strongly towards a GM-directed experience. The focus of play can become the players following the GM's breadcrumbs (eg as per
@Hussar's example, way upthread, of all the GM-authored steps the players have to go through to get the spelljammer; or as per my example not far upthread of the GM having the King of Thracia send the PCs on a quest to kill the gorgon, if he is to aid them in relation to the siege).
If the GM is adjudicating realistically, then NPC traits and motivations can be learned by the players. It's not a 'secret' decision.
My point is more that if the NPCs are fixed and details are known, the players have ways to learn about them.
It's secret at the point it's authored. Whether it can be learned by the players will depend on how play works at the table. And my point is that
some of those ways, when deployed in play, push things away from a sandbox-y experience to a GM-directed experience.
It differs from a AP because the players can ignore that quest hook without losing the game. They can look for other allies. Or they can define new objectives and the world will evolve.
If the attempt to persuade the King of Thracia to help as an ally fails
because of a decision the GM has made, in advance about what it will take to persuade him - ie do this other quest that the players are not inherently interested in - then I don't see how we are still talking about sandbox play. This seems to me to be GM storytelling play.
And to me it seems pretty trivial to describe at least one more sandbox-y alternative: the players have their PCs appeal to the King of Thracia; the GM has the king ask, "Why should I help you? What makes
you worthy or deserving?" And now the players can have their PCs make their case, or make an offer of service, and things head in a direction that is player-driven rather than GM-driven.
If the players choose to seek Blackrazor and learn it lies in White Plume Mountain, are they now on a railroad?
Without more detail, who can say. But obviously
a valued treasure being hidden in a dangerous place does not on its face seem to shift players away from what they care about to something they don't care about.
Whereas the players who are invested in the fate of their city and the siege, now finding the GM sending them on some gorgon-killing quest instead, clearly are being shifted away from something that they had treated as a focus of play.
And what I describe in the immediately preceding paragraph is a thing I've experienced, as a player, and to me it is obvious and frustrating railroading.