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"Railroading" is just a pejorative term for...
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<blockquote data-quote="Nagol" data-source="post: 5408086" data-attributes="member: 23935"><p>I don't see it linear in the sense of situation A will lead to B which will be resolved in situation C.</p><p></p><p>What is happening is the 'solution space' of possible situations is being normalised against the player preferences. </p><p></p><p>When running CHAMPIONS superheroic campaigns, such normalisation is effectively codified in the rules. The players and GM negotiate how frequently a power limitation (cost reducer) and character disadvantage (extra points for character design) will appear in game.</p><p></p><p>If a character takes "afraid of snakes, irrational action, common" then snakes will appear in up to 1/2 of the situations that character finds himself. The character may still run into spiders instead, but it is likely more rare because of the bias on snakes for situations.</p><p></p><p>What changes it from a sandbox in my mind is the NoMyth fluidity of the universe once a element has been placed.</p></blockquote><p></p>
[QUOTE="Nagol, post: 5408086, member: 23935"] I don't see it linear in the sense of situation A will lead to B which will be resolved in situation C. What is happening is the 'solution space' of possible situations is being normalised against the player preferences. When running CHAMPIONS superheroic campaigns, such normalisation is effectively codified in the rules. The players and GM negotiate how frequently a power limitation (cost reducer) and character disadvantage (extra points for character design) will appear in game. If a character takes "afraid of snakes, irrational action, common" then snakes will appear in up to 1/2 of the situations that character finds himself. The character may still run into spiders instead, but it is likely more rare because of the bias on snakes for situations. What changes it from a sandbox in my mind is the NoMyth fluidity of the universe once a element has been placed. [/QUOTE]
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