The Firebird
Adventurer
I'm sure what you're saying is in line with your experiences. However, I think you are seriously underestimating how differently these adventures can play out at the table.Will there be some slight differences between Group A who plays through this scenario and Group B? Sure, probably. Will those differences be meaningful? Probably not.
Don't want to stick on this too much. But between "the players construct the world" and "the players act in a fixed world", having fixed DCs that the players interact with seems much more like the latter to me.The possibility of bribery being up to the dice instead of GM fiat means that I can exercise my agency as a player in engaging with this guard. Assuming D&D, the GM will tell me a DC, and I'll look at my Persuade skill and see I have a +5 or what have you, and that gives me a sense of my chances. Then I can decide to proceed or try something else. That's agency... my fate is in my hands. There is a randomizer, yes, but I understand the odds. Whether I pass or fail is up to me and the result of the roll, not up to the GM's whim.
Really at this point the entire discussion seems semantic. The "players construct aspects of the narrative" crowd is calling what they do "player driven play". I get why they use the term, but then it's deployed to suggest that sandbox games aren't player driven. That rubs me, and other sandbox fans, the wrong way because it doesn't accurately reflect how we play.But, I'd point out that this is a fundamental misunderstanding of how player driven play works.
It's not a question of the player knowing more than his or her character. It's that there isn't anyone who knows the answer until the action is taken. It's something I really struggle with when introducing players to player driven games. "Can I" questions are pretty much pointless in this context because, frankly, no one at the table knows. Maybe this guard is a shining bastion of truth and integrity. Maybe this guard will sell his own grandmother for a copper. No one knows. But, once it's established at the table, now everyone knows and everyone then works off of that new information equally.
Yeah by realism I mean verisimilitude. The appearance of reality, self-consistency within the logic of the game world.Yet multiple posters in this thread have posited White Plume Mountain as consistent with sandboxing. Now maybe @The Firebird was just reaching for an easy example; but @Lanefan didn't seem to be. And Lanefan has told us that he has used Lost Caverns of Tsojcanth in a game that is described as a sandbox.
Almost nothing can be less realistic than either of those modules!
EDIT:
Right, so "realism" doesn't actually mean realism. It's a type of clique-y jargon.
Agree.I think there's two very different framings of what "player-driven" might mean.
One is about the DM designing a very large setting without a lot of pre-set scenes, like an adventure path/module does. This is what I tend to the think of as the Elder Scrolls model; where the focus of play is on "discovery" of the pre-generated lore and story hooks. The player agency and freedom is the ability to discover that lore, and accept or reject hooks in any particular order the players like. I don't tend to think of that as "player-driven", but it does offer more apparent agency than your classic Dragonlance style AP.
The other is more of what you and I a few others here would generally mean, where the contours of the setting are established in play in order to frame challenges and conflicts to the PC-engendered goals.
I think if we could all agree that both styles are sandboxes and both are player driven then like 90% of the disagreement would disappear.