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<blockquote data-quote="Scott Christian" data-source="post: 9734152" data-attributes="member: 6901101"><p>I feel like the reason no one can agree on the definition is because playing an RPG is not A to B to C. If it were, then there would be a lot more agreement. </p><p></p><p>For example, a group found a long-lost ancient tomb through the aid of a church. Thet recovered a rare gem. They return to the city and the church wants the gem since it was symbolic of their deity. You return it. There is a curse, and a mummy starts killing everyone who touched the gem. One of the major NPCs died. You attend the funeral. You gather clues as to how the NPC died. You do research at the library and find out about the curse. You go to get the gem. Rather than fight the priests, you decide to break in at night and steal it. You go back to the long-lost temple. You return the gem.</p><p></p><p>There are so many decision points in this it is ridiculous. This can be written as a linear adventure. Yet, it clearly could have differences in part 1, part 2, part 3, part 4, etc. - not just the ending. And that is just four or five or six sessions of gaming, let alone a year! And that is why no one can agree. Because railroad, linear, etc. still allow a lot of choice. And the only thing differentiating it from the sandbox is, in the sandbox, you might not have the story arc.</p></blockquote><p></p>
[QUOTE="Scott Christian, post: 9734152, member: 6901101"] I feel like the reason no one can agree on the definition is because playing an RPG is not A to B to C. If it were, then there would be a lot more agreement. For example, a group found a long-lost ancient tomb through the aid of a church. Thet recovered a rare gem. They return to the city and the church wants the gem since it was symbolic of their deity. You return it. There is a curse, and a mummy starts killing everyone who touched the gem. One of the major NPCs died. You attend the funeral. You gather clues as to how the NPC died. You do research at the library and find out about the curse. You go to get the gem. Rather than fight the priests, you decide to break in at night and steal it. You go back to the long-lost temple. You return the gem. There are so many decision points in this it is ridiculous. This can be written as a linear adventure. Yet, it clearly could have differences in part 1, part 2, part 3, part 4, etc. - not just the ending. And that is just four or five or six sessions of gaming, let alone a year! And that is why no one can agree. Because railroad, linear, etc. still allow a lot of choice. And the only thing differentiating it from the sandbox is, in the sandbox, you might not have the story arc. [/QUOTE]
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