D&D General Sandbox and/or/vs Linear campaigns

Inspired by the latest turn that the [rant] thread has taken...

Let's talk about linear and/or/vs sandbox campaign styles!

So, first, let's back up and define "campaign" for our discussion purposes:

Campaign:
1. The DM decides on a campaign setting, be it published or homebrewed or a bit of each, and pitches it to some players
2. The DM outlines the campaign guidelines, including table etiquette, where and when they'll meet, ruleset/books available, house rules, etc.
3. The DM describes how character creation will be accomplished including any limitations and latitudes
4. LG!
Note: Yes, of course, the DM might do all the heavy lifting and just present this to be accepted/rejected, or it could be a true group collaboration, or it could be the DM doing most of the work but with some input from players, or...


Heck, let's back up further and define "D&D" at its very simplistic basic core regardless of edition for our discussion purposes:

D&D:
1. The DM describes a scene
2. The players decide how they want their characters to act, think, or speak in relation to said scene
3. The DM narrates the outcome of the characters' activity, using dice when appropriate
4. Back to 1, with the scene having changed as a result of the characters' activity



Now, what is a sandbox and what is a linear adventure?
Based on personal experience and much that I've gleaned here from the good people of ENWorld*, I'm beginning to think there is probably a spectrum here not just a binary "either/or". The amount of prep work and the amount of improv can vary wildly and is not necessarily correlated with the type of campaign style

I'm going to take a leap and assign some descriptors to the campaign styles here but... I'm not wedded to any of them so suggest away with edits, additions, deletions, fusions...

Basic Linear adventure:
A --> B --> C
  • DM has prepared several locations/situations
  • The players pick up on the hooks laid down by the DM and progress through them in a prescribed order
  • Sometimes pejoratively referred to as a "railroad", sometimes realistically described as a "railroad"

Moderate Linear adventure:
A --> B --> D
or
A --> C --> D
- Same as basic only there is more than one way to get from start to finish

Advanced Linear adventure:
A, B, C, D (or more) are on the table
  • Players go about it in any order they want
  • Ultimately, A is the start and D is the end, B or C (and more) may or may not be optional to complete D

Basic Sandbox adventure:
Hmm... maybe possibly indistinguishable from the Advanced Linear Adventure?

Moderate Sandbox adventure:
A, B, C, D (and more... perhaps many more) are on the table
  • The DM has prepared A, B, C, D but otherwise just has a map with a bunch of places to explore
  • The players choose whichever location/situation they want their PCs to explore
  • If it is one the DM has prepared, nice!
  • If it is one the DM has not prepared, improv or random encounter table!

Advanced Sandbox adventure:
A, B, C, D (and more... many more) are on the table
  • The DM has prepared it all. This person does not require sleep and/or is independently wealthy and/or is retired.
  • The players choose whichever location/situation they want their PCs to explore
  • LG!

Ultimate Sandbox adventure:
There's a map with all the things
  • The players choose whichever location/situation they want their PCs to explore
  • IMPROV!



*I currently do not have time to do much with D&D aside from my own campaigns and some (occasionally too much) ENWorld reading so... if someone has some great video or blog suggestions on the topic, I'd be willing to check it out.
 

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Just as a general point: I don't think preparation is a import defining feature in either case. you can run a linear adventure with the spaces/activities between the "plot points" made up on the fly or the result of random tables etc. The same goes for the sandbox. You can generate some or all of the sandbox as the players go.
 

Well, first we need to add the Other way of playing D&D:
1.The DM-Player frames a scene
2.The players describe what rule actions they have their character take, by the rules and rolls
3.The DM-Player just does what the rules and rolls tell them to do, but is free to add meaningless fluff
4.By the Rules the game moves to the next scene


A lot of the sandbox vs linear revolves around what the DM does:

If the DM prepares things ahead of time...often a lot of things in great detail. Or even writes an adventure. Classic Linear Game.

If the DM-Player prepares little or nothing ahead of time, and Just Like Every Other Player, just shows up at the game and sits down in a chair ready to play. Sandbox Game.

So the game styles are mostly about how things are discovered bynear the players.

In a Linear game the players must follow the general path that the DM has laid out and can not deviate much: the game is the path.

In the sandbox game, the players get the illusionism that they can do whatever they want on a whim.

So, for example, a hidden treasure chest:

In the Linear game the DM sets a specific spot for the treasure chest, with a back story of how it got there and clues and all sorts of details. Often at least a paragraph . The players have no choice here but to follow the DMs path: the clues and game elements made by the DM to try and discover the treasure chest location.

In the Sandbox game, the treasure chest does not exist. It only has the potential to exist. Players can have their characters take any random actions they want, though often whatever random actions the player thinks would find a hidden treasure chest. Most often the players will wait for the game rolls and rules to tell them when they find the treasure chest. Though sometimes the rules might allow the dm-player to make a very minor adjustment so the treasure chest can be found.

The linear game, the chest has a set location and a limited number of ways to find it. There is a path to find it. And it is the DMs way and the DMs path. Whatever the DM says is game reality and the players get no say. The DM has all the power.

The sandbox game, the chest has no location and an infinite number of ways to find it. With the DM-player on the sidelines, the Players can use whatever path they feel like to find the chest under the rules. There is shared power between the players and rules....with some table scraps for the DM-player.
 

Well, first we need to add the Other way of playing D&D:
1.The DM-Player frames a scene
2.The players describe what rule actions they have their character take, by the rules and rolls
3.The DM-Player just does what the rules and rolls tell them to do, but is free to add meaningless fluff
4.By the Rules the game moves to the next scene


A lot of the sandbox vs linear revolves around what the DM does:

If the DM prepares things ahead of time...often a lot of things in great detail. Or even writes an adventure. Classic Linear Game.

If the DM-Player prepares little or nothing ahead of time, and Just Like Every Other Player, just shows up at the game and sits down in a chair ready to play. Sandbox Game.

So the game styles are mostly about how things are discovered bynear the players.

In a Linear game the players must follow the general path that the DM has laid out and can not deviate much: the game is the path.

In the sandbox game, the players get the illusionism that they can do whatever they want on a whim.

So, for example, a hidden treasure chest:

In the Linear game the DM sets a specific spot for the treasure chest, with a back story of how it got there and clues and all sorts of details. Often at least a paragraph . The players have no choice here but to follow the DMs path: the clues and game elements made by the DM to try and discover the treasure chest location.

In the Sandbox game, the treasure chest does not exist. It only has the potential to exist. Players can have their characters take any random actions they want, though often whatever random actions the player thinks would find a hidden treasure chest. Most often the players will wait for the game rolls and rules to tell them when they find the treasure chest. Though sometimes the rules might allow the dm-player to make a very minor adjustment so the treasure chest can be found.

The linear game, the chest has a set location and a limited number of ways to find it. There is a path to find it. And it is the DMs way and the DMs path. Whatever the DM says is game reality and the players get no say. The DM has all the power.

The sandbox game, the chest has no location and an infinite number of ways to find it. With the DM-player on the sidelines, the Players can use whatever path they feel like to find the chest under the rules. There is shared power between the players and rules....with some table scraps for the DM-player.

I don't think you have a handle on what a sandbox is
 







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