Bill Zebub
“It’s probably Matt Mercer’s fault.”
This thread has strayed way too far into "that depends on what the definition of 'is' is" territory.
It seems like what you are trying to do is take an existing language and reconstruct it so that your version makes you right.I’m trying to construct a shared language so that we can accurately talk about this.
But then you actively railroading them. Even if you are just letting boredom be the thing that blocks that path, you are railroading.
But I don't think you are understanding what the poster is really saying.
I think the point was more about being responsive to player actions and not forcing what you want to happen on them
But this seems needlessly pedantic if you understood his meaning.
You've made history and a situation. That isn't a story in my view. Now if you say "the story so far is..." and go into that. I won't stop you. I get what you mean but that. But once we get into what ought to be happening on the GM side of things, I am wary of adopting that language.
The GM doesn't even know what the players are going to do yet to resolve it. He should be open to their efforts.
I would throw this back at you (but to be clear no insult intended).
But either you don't understand sandbox, or you don't understand how I run sandboxes.
I have to run, but if you are running a sandbox and prep it right, there may be a lot of prep before hand, but sandboxes become very low prep once the world starts to come alive with power groups, conflict, etc. I do maintenance prep week to week as things develop, but every session my goal is to respond to the players and let things play out organically. The worldbuilding before a sandbox is heavy. It requires effort.
I get what the poster is saying. But some people act as if what the poster said was literally true, and I think it's an important point that it isn't.
And my point is that this is harder than it might first seem, and really almost impossible. What's important isn't that you never force what you want to happen, but that you also allow what you didn't want to happen. And there is some portion of those two things that goes into making every successful play style.
But allowing what you didn't want to happen is part of it too. If we had an involved discussion about what makes this style work, that would be way up at the top of the list
It seems like what you are trying to do is take an existing language and reconstruct it so that your version makes you right.
Agreed, but it's that "open to their efforts" that I'm talking about. The GM is also rooting for the players. It's not really all that fun if the players can't resolve the issue. So GMs are all the time subtly putting their finger on "the story so far is" and rigging what is likely to happen next. If my party of 2nd level characters decide to go into the boot legging business, it's one story if I have J.C. Wilhelm a 7th level fighter and quite another if he's a 20th level fighter. What's the right answer there? What story should I be planning for? I think most GMs would err on the side of making J.C. Wilhelm potent enough to make a great threat, but not so potent that he can crush the PC's like a grape. But which ever one I decide on is setting not just the backstory but the fore story. And in fact, to avoid giving GMs this dilemma, some game systems that want to empower this sort of play very much take these sorts of choices out of the GMs hands.
I am very hard to insult or offend. So far I haven't seen any sign that you are the sort of person that would do any of the things I'd actually find offensive. Be as frank as you want and disagree as strongly as you like.
It's almost certainly the later, since I have a lot more experience with sandboxes than I have with you.
I'm greatly mollified by this explanation; however I'm not fully convinced. Sandbox work is extremely heavy and intense up front but I agree it can because you've done all that work ahead of time become light week to week. But it can take years of work to prep a sandbox well, and I'm not as convinced as you seem to be that it becomes low prep just because you did all that up front.
The key feature of a sandbox is that you do much more prep than you ever intend to use and you are content to have prepped a great many locations and characters that you will never use. If it doesn't have this feature, it's not a sandbox. It's an entirely different situation that is often confused for a sandbox. Let me try to explain why.
Suppose I make a castle and draw maps for it and populate it with personalities. It's just a location where events might happen and where the players might go if the story turns particular ways. I don't yet have any exact purpose for the players being there as I might in an adventure path. Now at some point in the story the PC's are perhaps contracted by the leader of the thieves guild to steal an emerald necklace from the castle and in exchange he'll give them something they want whatever that happens to be. When that happens I already know what defenses the castle has, where the guards are, what the personalities of the inhabitants were and so forth. I created all that before I knew that one of the purposes of the castle was to be the setting for a heist. So it's already possible to then steal the necklace in any of ways by forging relationships with the inhabitants of the castle, sneaking about it, or even slaughtering the inhabitants. Everything I've created was created before the plot about the necklace came into existence and before I was aware that the Baronesses love for fine jewelry would become a plot point, or perhaps at most when I created the master of thieves I noted in his biography that among his goals was stealing some of the Baronesses valuable jewelry.
Now suppose however that I'm running a campaign using player created plots but I haven't created a castle. If then in the player driven story the PC's are contracted by the leader of the thieves' guild to steal an emerald necklace from the castle, then that castle comes into being as the focus of a heist and it is now impossible for me to not think of it primarily in those terms. If I wait to prep any portion of this castle until the PCs begin discussing plans, then it is now impossible for me to not think of the castle in the terms of the PCs plans. In this case, even though on the surface the story is driven by the players, only the GM has any meaningful agency. The only agency the players have is what I decide to allow for, to either validate or not validate their ideas as they are presented to me. A linear adventure path probably affords more agency to the players than the actual process of play I have created. The longer I delay in reifying the castle, the worse the situation gets. This second situation is not a sand box. It's an open world but not a sandbox, and I have become over the years quite sensitive to the difference.
Remember, one of my tests of whether there is a railroad is how much is the GM metagaming.
Open world campaigns are typically defined by a single rail car that never really moves. The players are on a large stage and as they purpose to go somewhere, the GM changes the drapes and the furniture on the stage and brings in some props and new players, but there is very little in terms of defined space. You generally cut from scene to scene based on where the players say they want to be because nothing exists until the players go there, so there is generally nothing between point A and point C save a handwave. All props are manufactured as needed according to the dictates of the story as the GM sees it in the moment. At best, you might get the GM deferring some of the time to a random table as a prompt for ideas, but at worst the GM is just listening in to the players talk and deciding what ideas he thinks is clever and wants to use. The whole game is nothing but one long metagame by the GM against or for the players, but because the GM isn't cognizant of their own process of play and because they are accepting player prompts they imagine they are empowering the players. The truth though is that you are setting on a single rail car doing nothing while the stage props are moved by the windows and the GM decides to yank your chain or not depending on what he thinks at the moment is a good story.
Fully agreed, so why start the sentence with "But"?