James Jacobs
Adventurer
The term "railroading" is trouble because, I suspect, it's used mostly as a term to deride a style of game play that is actually really pretty popular. While our Adventure Paths DO try to account for a lot of player choice and, I think, are generally pretty good at providing the GM with enough options and information that, should his/her PCs go off those rails, there'll be enough info to keep the game going... to a certain extent, ALL published adventures could be called railroads.
A truly sandbox style "adventure," in my mind, isn't an adventure at all. It's a campaign setting.
In any event, if you're a GM who wants to run an Adventure Path or any other published adventure, you'll do yourself a huge favor by letting the players know before they make their characters what kind of campaign they're getting in to. A player who wants to see a story play out and started the campaign with a character concept that works well with that story will have a lot more fun than a player who doesn't know anything about the adventure before the character is created. For all our Adventure Paths, we release "Player's Guides" that do just this—provide advice on what kinds of characters are best suited for play and provide traits and other goodies that help to create characters that will be fun to play on that Adventure Path.
Kingmaker, the current Adventure Path, is our attempt to open up the rails quite a bit and provide something closer to what folks think of as a "sandbox" game... but even then it's a certain amount of railroad. We detail the HECK out of the region in which the campaign takes place, and although that region is about as big as the state of Maine, I can certainly see players wanting their characters to wander OUT of that area. In which case, they're heading "off the rails," even in a sandbox game.
A truly sandbox style "adventure," in my mind, isn't an adventure at all. It's a campaign setting.
In any event, if you're a GM who wants to run an Adventure Path or any other published adventure, you'll do yourself a huge favor by letting the players know before they make their characters what kind of campaign they're getting in to. A player who wants to see a story play out and started the campaign with a character concept that works well with that story will have a lot more fun than a player who doesn't know anything about the adventure before the character is created. For all our Adventure Paths, we release "Player's Guides" that do just this—provide advice on what kinds of characters are best suited for play and provide traits and other goodies that help to create characters that will be fun to play on that Adventure Path.
Kingmaker, the current Adventure Path, is our attempt to open up the rails quite a bit and provide something closer to what folks think of as a "sandbox" game... but even then it's a certain amount of railroad. We detail the HECK out of the region in which the campaign takes place, and although that region is about as big as the state of Maine, I can certainly see players wanting their characters to wander OUT of that area. In which case, they're heading "off the rails," even in a sandbox game.