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Not Railroad, Not Sandbox ... What else is there?
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<blockquote data-quote="jgsugden" data-source="post: 8515636" data-attributes="member: 2629"><p>We all hear about Railroading and Sandbox games - but there is no singular definition for either of these terms, and many people would apply them differently. Further, I don't think that every game situation we see fits neatly into these two boxes. So, I'd like to hear people brainstorm on other approaches that do not exactly fit into these boxes. As there is no singular universal definition for either of these terms, I am going to provide them for the purposes of this discussion, and will intentionally use a definition that is on the narrower side for each to make sure we have room around these points.</p><p></p><p><strong>RAILROAD: </strong>A linear storyline where the DM forces players to follow the predesigned storyline of the adventure. To be a railroad under this definition, there must be a path for the PCs to follow, and they can't be allowed to meaningfully deviate from it, wityh course correction achieved either through planned obstacles, contrived improvised barriers, or out of game dictums by the DM. The DM drives the story.</p><p></p><p><strong>SANDBOX: </strong>A player driven storytelling technique in which the DM presents options, but players drive the direction of the game towards whatever goals they wish. To be a sandbox under this definition, the DM can't redirect the party with barriers constructed with the <em>intent</em> to alter or limit their choices. The DM will drop options in front of the PCs, but the players are free to ignore the provided options and go in a very different direction if they so desire. The story is player driven.</p><p></p><p>So what doesn't fit neatly in these boxes? Here are a few things I have used or seen that might fit in broader definitions of Sandbox or Railroad, but I do not believe fit in the narrower ones I provided above.</p><p></p><p><strong>BINGO CARD: </strong>The DM prepares a series of challenges and the players can choose which of the options they wish to pursue, but they are not free to go "off the menu" and pursue a goal not prepared for them by the DM. In these situations, the DM tends to start preparing several places the PCs might explore, and then tweaks them as the PCs advance so that they are an appropriate challenge when the PCs arrive there. The PCs have choice, but it is a multi-choice option.</p><p></p><p><strong>CARD TRICK: </strong>The PCs are given the illusion of choice, but in the end there is no real choice when it comes to the big things. In this situation, the DM allows the players to make superficial choices, but regardless of what they choose to do, certain events will transpire at times selected by the DM that will progress one or more main storylines. For example, the PCs would be given choices like a sandbox game, but the DM will include an artifact in a treasure haul right before they hit 5th level, enemies will come looking for the item and try to steal it at 8th level (and will continue to do so until they succeed), the PCs will discover where it is by coming across clues at 11th level that indicate that they must use it, and the PCs be given their chance to use it to save the world at 17th level. The main storyline is on a railroad, but the supplemental storylines are a sandbox.</p><p></p><p>Thoughts? Other ideas that do not fit neatly into the above, or are another (perhaps better) way of thinking of Bingo Card or Card Trick?</p></blockquote><p></p>
[QUOTE="jgsugden, post: 8515636, member: 2629"] We all hear about Railroading and Sandbox games - but there is no singular definition for either of these terms, and many people would apply them differently. Further, I don't think that every game situation we see fits neatly into these two boxes. So, I'd like to hear people brainstorm on other approaches that do not exactly fit into these boxes. As there is no singular universal definition for either of these terms, I am going to provide them for the purposes of this discussion, and will intentionally use a definition that is on the narrower side for each to make sure we have room around these points. [B]RAILROAD: [/B]A linear storyline where the DM forces players to follow the predesigned storyline of the adventure. To be a railroad under this definition, there must be a path for the PCs to follow, and they can't be allowed to meaningfully deviate from it, wityh course correction achieved either through planned obstacles, contrived improvised barriers, or out of game dictums by the DM. The DM drives the story. [B]SANDBOX: [/B]A player driven storytelling technique in which the DM presents options, but players drive the direction of the game towards whatever goals they wish. To be a sandbox under this definition, the DM can't redirect the party with barriers constructed with the [I]intent[/I] to alter or limit their choices. The DM will drop options in front of the PCs, but the players are free to ignore the provided options and go in a very different direction if they so desire. The story is player driven. So what doesn't fit neatly in these boxes? Here are a few things I have used or seen that might fit in broader definitions of Sandbox or Railroad, but I do not believe fit in the narrower ones I provided above. [B]BINGO CARD: [/B]The DM prepares a series of challenges and the players can choose which of the options they wish to pursue, but they are not free to go "off the menu" and pursue a goal not prepared for them by the DM. In these situations, the DM tends to start preparing several places the PCs might explore, and then tweaks them as the PCs advance so that they are an appropriate challenge when the PCs arrive there. The PCs have choice, but it is a multi-choice option. [B]CARD TRICK: [/B]The PCs are given the illusion of choice, but in the end there is no real choice when it comes to the big things. In this situation, the DM allows the players to make superficial choices, but regardless of what they choose to do, certain events will transpire at times selected by the DM that will progress one or more main storylines. For example, the PCs would be given choices like a sandbox game, but the DM will include an artifact in a treasure haul right before they hit 5th level, enemies will come looking for the item and try to steal it at 8th level (and will continue to do so until they succeed), the PCs will discover where it is by coming across clues at 11th level that indicate that they must use it, and the PCs be given their chance to use it to save the world at 17th level. The main storyline is on a railroad, but the supplemental storylines are a sandbox. Thoughts? Other ideas that do not fit neatly into the above, or are another (perhaps better) way of thinking of Bingo Card or Card Trick? [/QUOTE]
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