Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Improvisation vs "code-breaking" in D&D
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Celebrim" data-source="post: 6732775" data-attributes="member: 4937"><p>I'm one of the leading theorists of "sandboxes aren't inherently better than linear adventures and can go wrong in just as many ways". I've been pushing the term "rowboat world" on the community for years now, and been trying my best to convince people that railroading techniques aren't always bad things just things you can misuse or overuse.</p><p></p><p>But that doesn't mean that I think sandboxes and railroads are equivalent things, particularly just because we can draw parallels to them like: "they both can go bad", "one of the ways they can go bad is players failing to engage with the content", or "both can have dungeons in them". </p><p></p><p></p><p></p><p>You have no idea how much it frustrates me irrationally, that players rationally prefer to go in straight lines rather than wander about in curling loops simply to bash into additional dangerous prepared encounters that lie to either side. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Or the pain when players decide its better to just burn down a lovingly crafted haunted house than explore it. </p><p></p><p>Or the disappointment when players decide to effectively declare a status quo antebellum, rather than root there foes out of the dungeon you spent 20 hours making.</p><p></p><p>The closest a player can come to understanding that is when the PC they've been running for 5 years dies to a series of bad dice rolls. </p><p></p><p></p><p></p><p>If content isn't dense enough, then it won't even be dumb chance. Either way, you've got a rowboat world that needs to be solved with more content density, more content bleed and less compartmentalization, and more consciously created breadcrumbs.</p><p></p><p></p><p></p><p>At which point it ceases to be a sandbox. </p><p></p><p></p><p></p><p>This is invariably a problem when it happens regardless of what technique the GM employs. You can go full on "no myth", utilize scene framing to cut out the boring parts, and let players set the narrative goals and even situations, and yet if you the GM are uninterested in running the sort of stories the players are interested in exploring, the table has a problem and it's not a problem any amount of system or technique can solve. GNS would call this a conflict of creative agenda and pretend its a system problem, but the conflicts can really arise at pretty much any level. So much Forge is just, "My GM is a jerk.", or "My GM has low skill.", or "My GM isn't interested in running the game that I want him to run.", but "System is going to make it all right." Not only is that wrong, but there wasn't enough attention paid to, "The player is a jerk.", "The player has low skill.", or "What the player wants is boring to everyone but the player."</p><p></p><p>In actual play, if no one finds it boring, it doesn't matter whether its more or less of a railroad than a sandbox. The rails don't matter if no one tries to get off. The improvisational Sargasso sea stays fresh as long as the players are awed by the novelty of play.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6732775, member: 4937"] I'm one of the leading theorists of "sandboxes aren't inherently better than linear adventures and can go wrong in just as many ways". I've been pushing the term "rowboat world" on the community for years now, and been trying my best to convince people that railroading techniques aren't always bad things just things you can misuse or overuse. But that doesn't mean that I think sandboxes and railroads are equivalent things, particularly just because we can draw parallels to them like: "they both can go bad", "one of the ways they can go bad is players failing to engage with the content", or "both can have dungeons in them". You have no idea how much it frustrates me irrationally, that players rationally prefer to go in straight lines rather than wander about in curling loops simply to bash into additional dangerous prepared encounters that lie to either side. :) Or the pain when players decide its better to just burn down a lovingly crafted haunted house than explore it. Or the disappointment when players decide to effectively declare a status quo antebellum, rather than root there foes out of the dungeon you spent 20 hours making. The closest a player can come to understanding that is when the PC they've been running for 5 years dies to a series of bad dice rolls. If content isn't dense enough, then it won't even be dumb chance. Either way, you've got a rowboat world that needs to be solved with more content density, more content bleed and less compartmentalization, and more consciously created breadcrumbs. At which point it ceases to be a sandbox. This is invariably a problem when it happens regardless of what technique the GM employs. You can go full on "no myth", utilize scene framing to cut out the boring parts, and let players set the narrative goals and even situations, and yet if you the GM are uninterested in running the sort of stories the players are interested in exploring, the table has a problem and it's not a problem any amount of system or technique can solve. GNS would call this a conflict of creative agenda and pretend its a system problem, but the conflicts can really arise at pretty much any level. So much Forge is just, "My GM is a jerk.", or "My GM has low skill.", or "My GM isn't interested in running the game that I want him to run.", but "System is going to make it all right." Not only is that wrong, but there wasn't enough attention paid to, "The player is a jerk.", "The player has low skill.", or "What the player wants is boring to everyone but the player." In actual play, if no one finds it boring, it doesn't matter whether its more or less of a railroad than a sandbox. The rails don't matter if no one tries to get off. The improvisational Sargasso sea stays fresh as long as the players are awed by the novelty of play. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Improvisation vs "code-breaking" in D&D
Top