Lanefan
Victoria Rules
Given my uselessness at Pac-Man, getting the high score on Dig-Dug would be just as likely in my case.If you put your quarter in Pac-Man, don't expect to get the high score on Dig-Dug.

Given my uselessness at Pac-Man, getting the high score on Dig-Dug would be just as likely in my case.If you put your quarter in Pac-Man, don't expect to get the high score on Dig-Dug.
A discussion about cars vs trucks, that assumes there's no such thing as motorcycles - let alone (say) air, rail or water transport - might sometimes benefit from noting that those other possibilities exist out there, and that the discussion is not covering the whole of the field of motorised road transport, let along transport in general.Your whole discussion on authoring fiction etc... is orthogonal to this discussion. I'm sure someone who wants those types of approaches in his game is likely not running a strict linear adventure path but some sort of open sandbox style, if the DM allows authoring of fiction by players in his campaign then it's entirely fitting. But the discussion is about railroad vs sandbox so for this discussion your digression is a red herring.
A discussion about cars vs trucks, that assumes there's no such thing as motorcycles - let alone (say) air, rail or water transport - might sometimes benefit from noting that those other possibilities exist out there, and that the discussion is not covering the whole of the field of motorised road transport, let along transport in general.
Also,, these discussions suffer badly from an excessive reliance on metaphor and hyperbole rather than literal descriptions.
Eg "the characters can do anything" doesn't tell us whether a game is a railroad, a sandbox or something else, because it tells us nothing aout who decides what the characters do.
But "the players can do anything" is obviously false in any RPG. Even if we confine it to "the players can establish whatever fiction they like", it's obviously false - eg a player in the opening session of KotB can't just declare "I'm in Geoff fighting giants" or "I'm on the starship Warden chatting with my clone pals!"
And "the players can explore whatever they like" is also obviously false. Eg for a player to just pick up the GM's notes and read them is, at many or even most tables, cheating. If the fiction specifies that a player's character is in place A, and the player wants to know what is happening in place B, there are quite strict rules that govern how the player is able to learn that information (assuming that they are not allowed to just stipulate it).
So the meaningful discussion is about who gets to author what elements of the fiction, under what conditions, at what time relative to play, etc.
I think it also depends on the players' education and on "fashion", that is something that changes in time. For example, I noticed that when I reach a point in the adventure where the possible ways forward are huge and open to unexpected ideas ("you reach a city where someone is hidden and you want to find that person" or something as open ended as that), I can see my players going blank and waiting for a hint on "the best course of action" from me. Thirty years ago I'm quite sure a normal group wouldn't blank like that.
Clearly "fashion" changed in the meanwhile and nowadays many players are expecting some kind of support / railroad that perhaps some time ago wasn't expected.
So if the DM in that scenario, forces the group out of their comfort zone, they may try several approaches at an investigation.
If the GM decides at every point what the PCs do, that doesn't show the PCs lack (imagined) agency in the (imaginary) gameworld, but it would seem to indicate that the game is a railroad!Well the implied presumption is what the character can do in these situations.
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Just as I have agency in this world, the characters have agency in theirs
I think there is a very negative concept of railroading which is commonly considered. The one where the DM basically forces a set outcome no matter what the players try to do ... To me this form of railroading is at the far extreme of a continuum. On the opposite extreme would be the sandbox with no real development that is random encounters every week. Both extremes for me are bad. But there is room in between to discuss where you fall on that axis.
Your best campaigns sound interesting, but I'm not seeing how they sit on any sort of continuum between two other ways of RPGing.I'm with Emrikol; it's a continuum
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The best campaigns I have played in, and the ones my players enjoy the most, are ones where there is a clear structure and a solid plot (a "road" or "path" if you like). However, the players can change it. It's not a railroad, because it can be changed. It's not a sandbox, because there is a premise with which to be engaged. It's just a good style of running a game.
Your best campaigns sound interesting, but I'm not seeing how they sit on any sort of continuum between two other ways of RPGing.