I think this is an oversimplification of players. I have known many, me included, that can shift and bend with the game and GM, and still have a great time and be completely satisfied.But if you ask some of the players in the first group to play in the second game (or vice-versa)... the games will have a much harder time working out effectively for everyone involved. More often than not, someone is going to be annoyed by how things are run and how things progress. And even a DM that splits the difference between these two game styles and has facets of both in their game will still find the game having issues unless the players are also ones who want to see that split in difference. Even a 50-50 game will stumble if half the players are ones who are 100% preferring railroads and the other half 100% want sandboxes. It just means that half the players will be annoyed 50% of the time.
I'm not entirely sure what you changed here.Our current experience reflects the campaign to be sandbox, but the Adventure Paths that are merged within the campaign, which has other player-driven story tangents as well, follow a predominant linear design, but not entirely as it depends on the AP.
Are there incidents of railroad, for sure, I can think of a specific series of railroad situations that I engineered because of an idea I quite liked online which had fleshed out more of the AP for play.
In SKT the party is meant to go to one giant leader, obtain the teleportation conch and travel to the Storm King's palace.
That leaves massive sections of the AP unexplored with beautiful content material (setting, personalities, relationships, locales etc) wasted. The idea I found online assisted through the various NPCs and certain character declarations to ensure the PCs visit more than 1 of these giant leaders in an effort to travel to the Storm King's palace.
I have subsequently told the players of what I did, but they did not mind - they enjoyed the storylines that arose, the in-game forces felt natural to them, their PCs benefited in the overall story for investigating these other locations and as an aside they have a lot of freedom within the campaign itself.
I think with this incident, it is difficult for me to claim that all railroading is bad.
As PCs increase in level, mechanically the game provides them greater control of the story which can emerge.
Good post, sensible conclusion.I think with this incident, it is difficult for me to claim that all railroading is bad.
I only was suggesting subsets of players that are 100% in either direction, not that all players were that way.I think this is an oversimplification of players. I have known many, me included, that can shift and bend with the game and GM, and still have a great time and be completely satisfied.
Ahh.. Ok. Sorry, the way I read it, especially with your 50/50 example, seemed to indicate everyone had to be on the same page from the get-go. Thanks for clarifying.I only was suggesting subsets of players that are 100% in either direction, not that all players were that way.
So, I'm not sure how familiar you are with the AP but essentially each giant lord had a conch which the PCs needed only one of to proceed.I'm not entirely sure what you changed here.
Did you...give them a reason to want to talk to these other people and see these other things? I don't really see how that's railroading. Similarly, if it is merely a matter of "I took an adventure where you only need to do one of A, B, C, D, E, or F, and made it so they had to do most of A, B, C, D, E, and F before they could proceed", I'm not really sure that's railroading either.
That's not "taking away choice", other than in an extremely tenuous and meta sense of "what they theoretically could have done, if the adventure were written differently".