Sandbox is considered the older and more pure style of play...
Purity is for chemicals and mathematics, not playstyles.

Sandbox is considered the older and more pure style of play...
Sandbox is considered the older and more pure style of play, having existed prior to Hickman's Revolution and the rise of story-based adventuring. Every OS-style game pushes sandbox style play, while modern games (5e and PF2e) push adventure-path style design. And Enworld looks on all-things OS fondly, so that benefit extends to sandbox play.
Note that in both cases the players are a passive audience. All the creative decisions are made by someone else. In a theme park you can choose which rides to engage with, and to an extent how you engage with them, but you can only choose from the rides that are there.Linear
DM: step in for a rollercoaster ride
Sandbox
DM: entrance to the theme park right this way
True, and the rides of a theme park can only be concluded in one way (unless you start breaking some rules), but choosing which ride to take and in which order is nonetheless an active part of gaming. Active players don’t have to partake in the creation of the gameword to be considered as such.Note that in both cases the players are a passive audience. All the creative decisions are made by someone else. In a theme park you can choose which rides to engage with, and to an extent how you engage with them, but you can only choose from the rides that are there.
Note that in both cases the players are a passive audience. All the creative decisions are made by someone else. In a theme park you can choose which rides to engage with, and to an extent how you engage with them, but you can only choose from the rides that are there.
Sorry, it says in my notes the rollercoaster has an anti-magic field. I don't think it's realistic that you can swing your sword quickly enough. The DC of your inspection check will be determined by me after you roll, oh sorry that wasn't high enough.That just isn't true. Even in the most linear of linear adventures, the players can walk up to that rollercoaster and say "I cast polymorph on it" or "I swing my sword at the passengers" or "I inspect the rollercoaster for flaws". I realize this is getting lost in the metaphor, but there is nothing passive about an RPG. Also a rollercoaster itself is a terrible analogy here because when you are on a rollercoaster, there is very little you can engage with to have agency. But if you are on an adventure path or dungeon crawl there is just a lot more going on there.
Sorry, it says in my notes the rollercoaster has an anti-magic field. I don't think it's realistic that you can swing your sword quickly enough. The DC of your inspection check will be determined by me after you roll, oh sorry that wasn't high enough.
Haha! If only I'd studied the CS&CG moreNot my fault you are a terrible GM![]()
Note that in both cases the players are a passive audience. All the creative decisions are made by someone else.
In a theme park you can choose which rides to engage with, and to an extent how you engage with them, but you can only choose from the rides that are there.
One thing the boards have made clear to me, to many, linear means crap until proven otherwise, and sandbox gets the benefit of the doubt as ideal until its proven otherwise.