BenBrown said:
I speak of the people who in the last few years have posited an ideal "sandbox" campaign
All of those I have seen have been opponents of 'sandbox' campaigns. People who like old-style campaigns, I have found, tend to have their hands full with actual-factual practicalities!
The way the "positing an ideal sandbox" routine goes, in my experience, is that it's used as the first premise in a tortured logic supposed somehow to "prove" something or other about a whole lot of fantasy campaigns from 1970 to the present.
Obviously (well, apparently not to some), those of us who have been participants in such play are likely to believe our own eyes rather than such rhetoric. We are not the intended audience, methinks!
BenBrown said:
nothing is altered for dramatic reasons EVER
The rules did not stipulate a category of "dramatic reasons" to move pieces, switch cards, change the way dice landed, and so on, in
Rail Baron or
The Russian Campaign, or other games.
Neither did they in miniatures rules sets, such as Chainmail.
Neither did they in D&D.
So, I reckon that how many people do this or that is likely to depend on just what you mean by "dramatic reasons".
I like having an overarching plot in which the player characters accomplish great deeds.
A great cosmic conflict (Law vs. Chaos being the default) has been recognized from early days as a background element that adds gravitas, in part by reminding even the most godlike of player-characters that there are greater powers. A high-level character might accomplish some deed of significance in that larger scheme, without ever fully comprehending it.
If what you mean is the plot of a story, in which the characters are like an author's story-characters, their survival and success guaranteed (or doomed) for the sake of the tale, then that is something else. It could be another game, but the wags who call old D&D "bad design" would be right if the intent had indeed been to produce such a convenience for the armchair novelist/stage director.
I do not like being told that this is wrong.
In the context of old D&D, it's no more wrong than trying to do the same thing with any other device not designed for it. It tends to be awkward -- although even an awkward tool in the hands of a master can deliver quite impressive results! Some people, strange as it may seem, are going to play the game pretty much according to the description and instructions, rather than expecting it to be something else.
It's not that something else can't be splendid, just that it is, well, something else. People wanting something else might have chosen something else in the first place. There are other tools that are probably, off the shelf, better suited to the job.
A more recent game called D&D may be just that, in fact!
The "story-telling" game, by whatever name, has been over recent decades a burgeoning field of new developments going beyond, e.g., Castle Ravenloft.
I doubt that many people see any
moral aspect to the choice of one or the other pastime.
If that's railroading, then fine. Choo choo.
Right on!