bloodtide
Legend
Railroad Tycoon!Can’t believe you would say no as player-dm to your players what a linear railroad you run smh.
Railroad Tycoon!Can’t believe you would say no as player-dm to your players what a linear railroad you run smh.
A type of game that has a long heritage in RPGing, although is probably less common now, is one where the GM prepares a dungeon for exploration, with multiple paths etc, and tricks and traps, and treasure that is tricky to obtain, etc. The players' goal is to get beat the dungeon, get the treasure and thus get XP.A sandbox game is one where, to some extent, the party has no goals fixed and required by the DM. A game that is relatively quite light on sandbox-y characteristics would be, for example, one where there is a linear plot, but at every "stop" along the way, there's a lot of freedom and such freedom can have long-term consequences. One that is relatively heavy on sandbox-y characteristics just has a map with stuff the GM knows is on it, and the players entirely decide what to look into, what they care about, etc.
I think your reference to PCs can do things that might otherwise be disruptive should be about players - that is, players are understood to enjoy a type of permission that is absent in a railroad/AP/DL-esque game. Note that this is also true of the dungeon crawl game. Likewise that the DM primarily acts as "referee" (in the old-school game sense), rather than as an author or guide.a relatively simple list of sandbox-y characteristics would include (but isn't limited to):
- No required "plot"/"events", just stuff that happens as the world turns.
- PCs can do things that might be "disruptive" in a linear/railroad game, like killing authority figures or leaving town before the monster attack etc.
- The players themselves decide what things matter to them, and may change their minds about this
- The DM primarily acts as "referee" (in the old-school game sense), rather than as an author or guide
- Players are responsible for seeking out information, leads, and points of interest--the DM won't throw hooks/prompts at them
- Atypical/idiosyncratic goals, like "set up a potion shop" or "sail around the world" etc., are common or even encouraged
- Wandering monsters, infestations, and various other threats that move, grow, or change over time
My first thought about this would be, how did I (as in, my PC) get here, and why am I here? Presumably I had a reason for coming to the tavern, in which case I act on that reason.Let's assume a hypothetical scenario. The characters are sitting in a tavern. The GM asks them "What for you do?" with no other prompting or information. Assuming the players are proactive they'll chat with people about rumors, look for a job board, perhaps think about what they've been doing recently an discuss if they could pick up some unresolved issue.
That would supposedly be a sandbox, right? Except that's what I'm also providing as hooks. Reminding them that even though they recovered the Cat's Eye gem they hadn't caught the thief, or that there's a rumor or job posting.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.