News Archive

16 September 2013

Railroading versus sandbox RPGs

The Sheepcon crew has had the same conversation a lot recently:

What makes a better game? A railroading scenario where every decision leads the players back to the same linear plot line or a huge sandbox game where the players decide their path through the events of the world and the GM attempts to keep things interesting.

GMs can struggle a  lot with these issues. From worrying about exactly how much detail to put into a world (details that players might not even notice), to how lethal the opposition should be and how visceral and gritty to make the game itself. These choices are totally dependent on the people involved and can have a huge impact on how much players and GMs enjoy the game.

Our conclusion was that, most of the time, players don't really notice railroading. Even if the railroading is obvious it never feels like that video game where, despite the fact that you have amazing acrobatic abilities and the fence is only 3 feet high, you...just...can't bloody *twitch* jump over it. In Pen&Paper games the player's imagination makes up for a lot of the glitches and logic problems that GMs forget to iron-out in the planning process. Railroading is also part of the Pen&Paper mechanic, I mean, there's something so easy and exciting about simply being told to go clear out the Den of Evilwith a good group, short and pithy linear games can be even more exciting than a 10-hour epic scenario!

On the other hand, GMs can also become bored with a storyline that lacks player input. A sandbox game, one where players decide where they want to go and what they want to do, can end up in some weird and exciting situations. If you can think on your feet, and don't mind some really strange outcomes, then sandbox gaming in a well-thought-out world can be incredibly immersive. 

How do you game? Are your players too crazy for a sandbox adventure? Is your GM too rigid in their control of the story line? Is there a perfect way to go?

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