MichaelSomething
Legend
But I'm too lazy to do all that world building/sand making....
Definitely Lego Sandbox.How do you run a Sandbox when you run one, and is it more along the lines of a Lego or Open Sandbox?
I'm not sure I would like to run or play in a sandbox where everything is being created on the fly. There should be the large blocks in place, at least for something more than a 1-shot or intro game. There should be the idea of a village with an inn and temple and a few NPC names. There things and people can be expanded on as they are interacted with with the smaller blocks. If the innkeeper names James suddenly had an eyepatch when the PCs first meet him, fine. If he suddenly has a problem with rats in the basement, fine. Even if there was no basement before, fine. But there should be the expectation of a village someplace with an inn.I also want to add that I think there is a huge difference between a preestablished setting sandbox, a sandbox that is being formed piecewise by the DM as part of prep, and a sandbox that is mostly formed in play. I think this is a seperate dimension to the size of the "blocks" that is being introduced. A DM could have adventures ready they can spring on the right event in play, introduce it in their planning for a session based on what they think is fitting for the region the players are in or have up front mapped out the entire theme park.
I’m not sure how useful this definition of railroad is. It basically just means “constrained in ways I don’t like.” It’s more of a judgment than a description of any actual design principle. That’s not necessarily a problem - “boring” is also a judgment, that doesn’t make it not a useful term. But trying to argue what does or doesn’t fit the definition of “boring” is silly, because it’s a subjective judgement, rather than a measurable design quality.There's a big difference between linear and railroad. Railroad is quite a negative description of an authoritarian GM who micromanages everything the players do. No decision the players make really matter, if they are allowed to make any decisions at all. A linear campaign dictates the general outline of the game but doesn't force specific decisions and doesn't rely on quantum ogres that give only the illusion of decision making. There are lines with linear campaigns and you're expected to color between them, a railroad gives you the one crayon you have to use to trace a predefined outline.
I’m not sure how useful this definition of railroad is. It basically just means “constrained in ways I don’t like.” It’s more of a judgment than a description of any actual design principle. That’s not necessarily a problem - “boring” is also a judgment, that doesn’t make it not a useful term. But trying to argue what does or doesn’t fit the definition of “boring” is silly, because it’s a subjective judgement, rather than a measurable design quality.
But what I’m saying is, what one person might see as a linear adventure with an appropriate amount of autonomy, another person might see as "You have no autonomy, no choice you make will ever matter, the outcome of every encounter and combat is predetermined".I would find "You have no autonomy, no choice you make will ever matter, the outcome of every encounter and combat is predetermined" boring and unfun, although I never mentioned that in my definition. It's also significantly different from a linear campaign and considered one of the worst styles of play for RPGs and something good GMs will avoid.
There's constrained and so tightly constrained that you're just there for a GM to tell a predetermined story.
But what I’m saying is, what one person might see as a linear adventure with an appropriate amount of autonomy, another person might see as "You have no autonomy, no choice you make will ever matter, the outcome of every encounter and combat is predetermined".