Some descriptions of sandbox play in this thread read more like "freeform RP within the context of D&D" which is fine, but not really consequential within the bounds of a game design. It may be meaningful for the people involved in play, but that's something so subjective we can't really talk much about it (much like "fun").
The "freeform sandbox" is the living, participatory novel style that I mentioned upthread as being the object of Lewis Pulsipher's criticism. Here it is quoted; the first passage is from Best of White Dwarf Articles v1, p 45 (originally White Dwarf #1, 1977), the second from BoWDA v2, p 13 (originally White Dwarf #24, 1981):Exactly this. A sandbox where the GM is making up what happens in response to the players going somewhere is faux agency because it's entirely inconsequential. To have consequence there must be CHANGE, not just revealing the world.
D&D players can be divided into two groups, those who want to play the game as a game and those who want to play it as a fantasy novel, ie direct escapism through abandonment of oneself to the flow of play as opposed to the gamer's indirect escapism - the clearcut competition and mental exercise any good game offers. . . .
The escapists can b divided into those who prefer to be told a story by the referee, in effect with themselves as protagonist, and those who like a silly, totally unbelievable game. In either case, there are two ways this can be accomplished. One is by innumerable dice rolls and situations which call for chance, especially magical decks of cards, buttons, levers and so on - lottery D&D. The other is by manipulation of the situation by the referee, however he sees fit. In California, for example, this leads to referees who make up more than half of what happens, what is encountered and so on, as the game progresses rather than doing it beforehand. In either case the player is a passive receptor, with little control over what happens.
*****
D&D styles range from the "simulation" through "wargame" to "absurd" and finally "novel". As one moves along this continuum the DM's procedures become less rigorous . . . At one extreme we have a DM who uses a pocket calculator to compute results, at the other a DM who makes up almost everything as he goes. . . .
Finally we have the "novel" style. In effect, the DM writes an oral novel in which the players are participating characters. This can be pretty bad, but the players don't mind because they're helping to "write" it. In such games the DM may make up everything as he goes along.
As one passes along the continuum one finds that players are most passive in the novel style and most active in the wargame style. (The simulation style stresses realism so much that characters tend to be hostages to the dice, the rules, and the DM.)
The escapists can b divided into those who prefer to be told a story by the referee, in effect with themselves as protagonist, and those who like a silly, totally unbelievable game. In either case, there are two ways this can be accomplished. One is by innumerable dice rolls and situations which call for chance, especially magical decks of cards, buttons, levers and so on - lottery D&D. The other is by manipulation of the situation by the referee, however he sees fit. In California, for example, this leads to referees who make up more than half of what happens, what is encountered and so on, as the game progresses rather than doing it beforehand. In either case the player is a passive receptor, with little control over what happens.
*****
D&D styles range from the "simulation" through "wargame" to "absurd" and finally "novel". As one moves along this continuum the DM's procedures become less rigorous . . . At one extreme we have a DM who uses a pocket calculator to compute results, at the other a DM who makes up almost everything as he goes. . . .
Finally we have the "novel" style. In effect, the DM writes an oral novel in which the players are participating characters. This can be pretty bad, but the players don't mind because they're helping to "write" it. In such games the DM may make up everything as he goes along.
As one passes along the continuum one finds that players are most passive in the novel style and most active in the wargame style. (The simulation style stresses realism so much that characters tend to be hostages to the dice, the rules, and the DM.)
I don't really agree with the "continuum" analysis; and as I posted a decade ago Pulsipher doesn't describe every possible approach to RPGing:
But Pulsipher is correct, in my view, to fasten on "control over what happens" - control over the shared fiction - as the crux of player agency. And simply prompting the GM to produce more of it is not a very high degree of control.It was around 1986, with original Oriental Adventures, that I started to discover a way of GMing in which the GM would make stuff up on the spot, while still allowing players the scope to make choices which are genuine in their consequences, thereby avoiding the railroading that Pulsipher warns against. (More than 15 years later I discovered that this approach to GMing had been refined and theorised by Ron Edwards and others at The Forge.)
Right. If that's the game, start with the game. As I posted not too far upthread,As soon as you create the conditions for change, an established fictional element, then you're back to being at the metaphorical 'start of the dungeon.'
So why not just start at the Dungeon?
Turning communication about what it is we're doing here together in the player of this game into a series of relatively blind moves within the game just seems very odd to me.
I think it depends on what we mean by "course of action".My personal concern is that if a GM is hoping for a particular course of action that they would be manipulating or nudging players in that direction. It's a sign of their head not really being in the right place for sandbox play and it would really be a bad sign for more Narrativist play.
I'll go back to Prince Valiant - a game focused on relatively light-hearted Arthurian knight errantry. What makes the game "go" is that the GM presents the players with situations that are ripe for knights errant to involve themselves.
Having typed that paragraph, I realise I could equally have gone back to Dogs in the Vineyard - a game focused on less light-hearted religious government/enforcement. What makes that game "go" is that the GM presents the players with situations that are ripe for religious enforcers to involve themselves.
In both games, the GM is supposed to leave it for the players to decide what their PCs do in response to the presented situations. They may take one side, or another side, or neither side. They may be noble, or ignoble; brave, or cowardly; etc.
But if the players don't engage the situation - just have their PCs ride right on ignoring whatever it is that the GM has presented - then there will be no play. Much the same as if a player of a 1st level character in classic D&D, told by the GM in the first session "OK, you're at the entrance to the dungeon, looking down the dark and foreboding corridor", responds "Bugger this, I'm going back to the village to keep working on the farm!"
Expecting the players to play the game isn't railroading. It's just part of the basic logic of people sitting down to play a game together. And trying to achieve it via manipulating or nudging is (in my view) silly. It's not something to be resolved within the play of the game. It's part of agreeing to play a game together.
Last edited: