D&D General [rant]The conservatism of D&D fans is exhausting.

You can assign fiction to chess, even more so to Cluedo.
Sure, but that doesn't drive play.

If you choose to move your knight to expose your queen because you're roleplaying the knight as "in love with the king" and the knight wants the queen to get murdered, that's cool, but that's not chess; that's a roleplaying activity with chess trappings.
 

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Sure, but that doesn't drive play.

If you choose to move your knight to expose your queen because you're roleplaying the knight as "in love with the king" and the knight wants the queen to get murdered, that's cool, but that's not chess; that's a roleplaying activity with chess trappings.
A knight being in love with a king is not “rules based play” even in D&D. There are no rules for it. It’s fiction based play.
 

This makes zero sense to me. I don't need to listen to a 5-year old play the violin, screeching away, so I can then enjoy good playing. I don't need to read a bad novel after I read a good novel, to make sure I don't get numbed to good writing.
That's true, you don't need to go out and listen to the 5 year old first, but you only know what's really good, because you know what bad sounds like. If all you've ever heard were masters of the violin playing, that would be baseline average for you. None of it would be truly special. You wouldn't be able to point to any performance and say, "Now that stood out from the rest."
 

A knight being in love with a king is not “rules based play” even in D&D. There are no rules for it. It’s fiction based play.
Sure, I somewhat agree with that, although the knight being in love with the king could easily be the result of a rule.

But I still disagree that a game entirely bound by resolution processes is more like chess. As long as the gameplay requires a shared narrative space to function, it's at least RPG-adjacent.
 

Thanks. This is helpful, it brings together many of the elements you've mentioned across the thread.

I see how you're linking referee setup, goals, obstacles, consequences, with a broader ideas of running a campaign. What’s not yet clear to me is what you see as the implication of that. What follows from it in terms of how the campaign unfolds?

I've talked a bit about the implications and consequences of how I run living world sandbox campaigns, my own personal take. But rather than focus on mine right now, I’d like to understand your take on what I and others do, what do you see as the consequences of the approaches being described?

And as I’ve said before, this isn’t about emotional investment, it's about advancing the conversation so we can pinpoint where different philosophical foundations lead to different approaches to running tabletop RPGs.

I think that the focus of play as you're describing it is very much the setting. It's about exploration of the setting. Seeing what cool things are out there and interacting with them.

As the primary author of the setting, this approach would seem to foreground the GM's ideas. They are going to be central to play more than the players ideas may be.

To me, it seems a matter of "the DM is presenting lore, and wanting the player to choose to be interested in a portion of the lore."

That can work with certain motivated players, but I find it easier to get player buy-in when they invest in the setting.

Absolutely, It's a totally coherent and potentially engaging way to play. I've played my fair share of this kind of game, and run plenty of them as well. I think player investment in the idea is key. If the players actively want to explore the setting... which seems to be the case with @robertsconley and @Bedrockgames ... then it's not really an issue. And that may explain why we're having this gap in our understanding... because to them, the players are getting what they want. They want to have their characters exploring the world that a GM presents to them.

Again, it seems to me very much driven by the GM. The players more indicate to the GM which areas they are curious about and then find out what's available in that area.

Basically anything?

Look, a GM may decide that there's a location at a particular point on a map, but it doesn't mean that they have to actually detail that location at all until--and if--the players go there. The PCs can decide to travel there and then the GM can get them to describe it, or the GM and players can describe it together.

Well, if I want play to be about my character's hunt for his brother's killer, then those are elements that the GM has to actively include. If he doesn't, then I as a player am not able to have play be about what I want it to be about.

There needs to be collaboration for player driven play.

Because the players are the ones saying what they want to do. The players can say "No" to whatever teh GM throws them and say "We want to go to teh town and look for bandits to work with" or "we want to go find out if there is an artifact that does Y and where it might be". Some of these things teh GM will have immediate answers to based on setting information, some he will not, and will have to decide. No one here is denying that the GM essentially functions like a human simulator of the setting. The players have to interface with that. But when it is done in an open way, the players are very much in control of the direction of the campaign and their characters actions. And we can't just gloss over mechanics like they don't exist either. It isn't just the GM dictating what happens. If a player meets a barkeep who is boisterous and talkative, the player can always say "I hate noisy people" and swing his sword at the barkeeps head. Those kinds of actions take campaigns in directions that aren't really in the hands of the GM anymore. Unless he wants to fudge to protect the barkeep, that sort of stuff is happening all the time in a sandbox. The big thing that drives it is there is no conceit of there being an adventure or adventure the players must go on. The GM is supposed to bring things around them to life as they interact with the setting, and if NPCs and similar things are sufficiently supplied with motive and goals of their own, it is more like a chemical reaction once things start cooking. The GM can present them with information about the world. It is rarely in the form of hooks for modules though. I would say most of what happens is an organic back and forth, where the GM does not know where things are heading, nor do the players, until there is a negotiated way forward.

Again, not for you. That is totally fine. But this is not a GM driven style by any reasonable use of that term

I didn't say it wasn't for me. I mentioned my Mothership campaign that I recently ran that was very much this style of play. There is nothing at all wrong with it.

Calling it GM driven is fair. You may disagree and that's fine, but I think I've made attempts to explain why I see it as so. To say that my attempts are not using the term "GM driven" by "any reasonable use of the term" seems extreme. Disagree if you like... that's fine. But do you really not even see where I'm coming from?
 

I said it didn't require bad faith. Did I know what I was doing? To an extent, yes... I was following the main paradigm of play presented by the hobby, supported by plenty of advice you could find at the time. Would I have described it as "forcing my vision" on the players? No. Interestingly, neither would they, really. But was that what was happening? A lot of the time, yes!
Okay. That's fair. There are some circumstances under which it wouldn't be bad faith. I do that that these days those would be fairly rare, though.
 

Sure, I somewhat agree with that, although the knight being in love with the king could easily be the result of a rule.

But I still disagree that a game entirely bound by resolution processes is more like chess. As long as the gameplay requires a shared narrative space to function, it's at least RPG-adjacent.

You'll also get your butt kicked if the other person at the table is actually playing chess.
 

Calling it GM driven is fair. You may disagree and that's fine, but I think I've made attempts to explain why I see it as so. To say that my attempts are not using the term "GM driven" by "any reasonable use of the term" seems extreme. Disagree if you like... that's fine. But do you really not even see where I'm coming from?

I understand where your preferences are coming from, and I have no problem with your tastes. But I do not see where the term is coming from. I think it is overly expansive. It is like when people have been calling sandbox adventures linear or railroads. I think to most people, a GM driven campaign is something more like those storyteller sessions that used to be popular even in D&D in the 90s, or something heavily railroaded. I really don't get this particular usage
 

I'm not discussing realism in any way shape or form. I'm talking about someone potentially railroading because they're making decisions not based on established fiction but because they want a specific result.
Perhaps it is the minimal sleep I got, but I have generally decided to check out of this conversation. It isn't going anywhere.

But I wanted to respond at least to this.

This, right here, is again using this "decisions <that are> based on established fiction" as a shield against railroading. That is the only possible meaning this could have.

It isn't though. Decisions based on established fiction can still be a railroad. Not one part of "decisions based on established fiction" provides any protection against railroading. I've been told more than once that this wasn't a claim people were making, and yet here you are making it!
 

It's difficult to say for sure based on what you shared, but going on just that information... there's nothing that speaks to what the players want out of play. Why were they pursuing rumors of Dark Elves? What might connect them to the Raven Marks? Are the players interested in the idea of rebellion or some kind of struggle with the downtrodden? Or in exposing thieves who might be masquerading as rebels? Is anyone in the party affiliated with a nature deity or have some kind of goal to protect nature? Anything that would connect them to the conflict between the loggers and druids? And so on. What about any of these things speaks to the players and their characters?

Again, there's nothing wrong with any of it. But it seems like a menu of GM options and the players get to choose from it. That doesn't really seem all that player driven to me.

If I understand correctly, there are two main points you are making.
  • “There’s nothing that speaks to what the players want out of play.”
  • “It seems like a menu of GM options and the players get to choose from it."
I’ll start with the second.

Yes, it does resemble a menu of options—one created by someone else, because that’s how the world often appears when you first encounter it. That’s why it’s a recurring motif in sandbox campaigns. If you walked into my hometown tomorrow, nothing in it would be about you—your goals, your wants. The same was true for me when I was born there. But after decades of living there, parts of the place now reflect my choices, my efforts, and my values.

From your perspective, it’s a static menu. From mine, it’s a living world, because of what I’ve done in it. We both started with the same impersonal environment, but over time, our actions changed our relationship to it.

That leads to your first point: “There’s nothing that speaks to what the players want out of play.”

In my experience, unless the sandbox campaign begins with something that connects the player characters to the setting, some context for their goals or place in the world, it tends to go nowhere. That’s what we saw with many failed sandbox campaigns here on ENWorld in the late 2000s.

I didn’t encounter this problem, and neither did others I knew who ran similar styles. When I looked back, I realized the difference was what I now call the Initial Context. It wasn’t always a detailed backstory or a list of goals and motivations, but it was always something, a foundation the players could use to begin acting meaningfully in the world.

So what happens after that? Let’s return to the hometown analogy. If you moved there, there’d be a reason, say, a new job. That’s your Initial Context. When you arrive, the town looks like a list of unrelated options. But between your job and your personal interests, certain things will stand out. Maybe you join the chess club. As you engage, both with your job and that club, the world starts to reflect your presence.

You are an active participant. Through your choices and interactions, your goals begin to shape part of the world around you. And if all goes well, your experience becomes one of meaningful change.

That said, I get the sense, from the depth of discussion you’ve had here and on other forums, that this isn’t the full extent of the implications you see in how sandbox campaigns are run, including my own living world approach. So I’d like to continue the conversation, especially to hear more about the other consequences you think arise from this style of play, as well as your thoughts on what I’ve just laid out.

As a note, I chose not to use your examples directly because I felt we’d risk talking in circles without really reaching the heart of the matter. That’s why I used the hometown example, to highlight my perspective and the reasoning behind it. However if you want my thoughts on those later I will be happy to discuss it.
 

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