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Thought Experiment - "Is your game a railroad" test
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<blockquote data-quote="nedjer" data-source="post: 5414579" data-attributes="member: 83796"><p>imo the 'sandbox' v's 'railroad' is a false premise - as recent threads have suggested when demonstrating that a balance of the two is likely to offer a 'better fit'/ more 'optimal' gameplay, including plenty of opportunities for player choice.</p><p></p><p>In addition, it's very hard to break down these terms, e.g. PCs have visited all the other optional/ 'sandboxy' locations and are left with the last link in the underlying campaign. They can choose not go to the final location, but they''re basically on rails/ owned by then; unless presented with lots of choices within the location, allowing them to go off the rails while still on them. </p><p></p><p>Player choice within and across different gameplay elements seems easier to measure and might yield some meaningful results. E.g. ask about 'would you prompt in this situation?'/ will you allow PCs to go 'off the map?' - maybe challenge and location wise/ are players encouraged and supported to go freeform and what types of freeform and homebrew do you encourage, e.g. shaping rules or in-game event selection, building shared narratives, player-driven challenges, epic challenges, tactical 'expression'?</p></blockquote><p></p>
[QUOTE="nedjer, post: 5414579, member: 83796"] imo the 'sandbox' v's 'railroad' is a false premise - as recent threads have suggested when demonstrating that a balance of the two is likely to offer a 'better fit'/ more 'optimal' gameplay, including plenty of opportunities for player choice. In addition, it's very hard to break down these terms, e.g. PCs have visited all the other optional/ 'sandboxy' locations and are left with the last link in the underlying campaign. They can choose not go to the final location, but they''re basically on rails/ owned by then; unless presented with lots of choices within the location, allowing them to go off the rails while still on them. Player choice within and across different gameplay elements seems easier to measure and might yield some meaningful results. E.g. ask about 'would you prompt in this situation?'/ will you allow PCs to go 'off the map?' - maybe challenge and location wise/ are players encouraged and supported to go freeform and what types of freeform and homebrew do you encourage, e.g. shaping rules or in-game event selection, building shared narratives, player-driven challenges, epic challenges, tactical 'expression'? [/QUOTE]
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