I don't think these things - structure and meaningful choice - have to be traded of against one another.You want structure and your want meaningful choice in EVERY game. The proportions are a matter of taste, but I think that you need both.
I don't think these things - structure and meaningful choice - have to be traded of against one another.You want structure and your want meaningful choice in EVERY game. The proportions are a matter of taste, but I think that you need both.
As a DM, I prefer to err on the side of a sandbox.
When I run a game, I'm not trying to tell a story; if I want to tell a story I'll write another novel. I want to put sufficient elements in front of the players so that they can create their own story from their actions and choices.
Reading this took me back to my posts upthread. You are describing a version of what I would think of as a conventional sandbox - the GM establishes elements, and (in your case) makes sure they have "story" attached that the players will engage via their PCs.When I run a sandbox campaign, I scatter many little stories around that the players can choose to be a part of, and that are designed to be interacted with by the players. These little stories together form an overarching narrative, that is changed at every turn by the player's choices. Because I don't want my players to wander around without aim or purpose. I personally think even a sandbox needs some what of a story in order to give the players reasons to seek out certain locations.
Funnily enough, "Railroad" is a term I use exclusively in the context of role-playing games.Given that I have family who worked for a railroad, I don't find either description negative.
Funnily enough, "Railroad" is a term I use exclusively in the context of role-playing games.
That thing with the tracks, the trains etc. - that's a railway.
To a point, yes.When I run a sandbox campaign, I scatter many little stories around that the players can choose to be a part of, and that are designed to be interacted with by the players. These little stories together form an overarching narrative, that is changed at every turn by the player's choices. Because I don't want my players to wander around without aim or purpose. I personally think even a sandbox needs some what of a story in order to give the players reasons to seek out certain locations.
It's all a matter of taking what the adventures collectively give you and running with it.

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