kitsune9
Adventurer
I don't really understand the universal hatred for "rail-roading" players. I like having a couple avenues to chose from but "sandbox" games I've played in have been pretty awful.
Maybe it's because I'm more of a writer than a gamer, but I like to make a character, get presented with clear goals (perhaps with a few possible ways to reach that goal), and then go after that goal. The goal will ideally lead to the next goal and form an arc.
I have never found the game where we a dumped into a city and asked what our characters do next.
Maybe I'm just misinterpreting the terms. Can someone explain the appeal?
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Players who hate railroading campaigns don't want to feel constrained by the adventure. They have the vision that adventure is out there to sought for, expeditions to be planned, dungeons to be raided, and gold and glory is at the end only for those who are brave enough to seek it. The GM's job in this case is to accommodate the players by letting them go where they please and do what they please, send the appropriate encounters their way whatever the risks and challenges there may be. This is a good sandbox campaign.
The real extreme of railroading is that players don't have any control over their characters' lives and in many cases, don't even get to roleplay their own actions. The GM starts out that you've been summoned to a noble's villa for a job and he wants you to go rob some graves, retrieve an item he wants, and he'll give you some money. Unfortunately, you're a playing a paladin and finding this distasteful is an understatement. Nevertheless, the GM will throw this hook at you at every turn even though you're making it clear by your character's actions that you would not be interested. The GM, wanting to run this adventure, ensures that no matter what you do, you will wind up in that graveyard shovel in hand.
As with any campaign style, there are pros and cons to railroading, and GM's have to take care to avoid the cons of such styles and focused on bringing the good parts to light.
As for me, I tend to a railroading GM. I won't force my players to go on the adventure, but I know my players and their play styles. They will want to do heroic things, they will want go on adventures seeking gold and glory and feeling good about themselves for doing right, so I throw these adventures at them and with the appropriate hooks. But if the players suddenly decided, "You know what, we're not going to be bothered with saving the village, we're just going to head north," then they know I'm done for the day unless they want me to break out the random encounter charts. Next session will be me planning on what happens when they go north.