When I run a game, my attempt is to bring the context of a full world to the players, to the best of my ability. That includes NPCs who want to use the PCs to their own ends. That includes having wizards who might have created unique un-dead. It includes ordering the interests of gods and city-states, and, occasionally, things happen like earthquakes and floods. The world moves whether or not the PCs move with it.
Opportunities can be squandered. The PCs can be sitting in a tavern somewhere, drinking fine ale, when events catch up to them....and those events can be natural or unnatural. The world doesn't sit still, no matter how much you might wish it to.
Opportunities can be squandered. The PCs can be sitting in a tavern somewhere, drinking fine ale, when events catch up to them....and those events can be natural or unnatural. The world doesn't sit still, no matter how much you might wish it to.
And, I am sorry, but this is a sandbox, and no one - no matter how smart or how well-meaning - gets to change the meaning of that to fit their own mantra. That is what it meant when I first heard the term in the 1980s; this is what it still means now.
See, in my world the GM is not a slave to the players, and the players are not slaves to the GM. It may be radical, but I am not playing these games to escape life, or to escape a sense of powerlessness. I like my job, love my family, and have, overall, a pretty damn good life. The real world doesn't make me feel powerless, so I don't need the game to help me escape that feeling. From either side of the screen.
I play these games to explore. I am interested in making the world tick, and I am interested in what the players do. I am interested in both their actions and their reactions. I am interested in their creativity.
This works because, not surprisingly, this is also what I am interested in as a player - I have no desire to play in a world that does not similarly breathe. And this, to me, is part of managing a sandbox. An important part.
I play these games to explore. I am interested in making the world tick, and I am interested in what the players do. I am interested in both their actions and their reactions. I am interested in their creativity.
This works because, not surprisingly, this is also what I am interested in as a player - I have no desire to play in a world that does not similarly breathe. And this, to me, is part of managing a sandbox. An important part.
Frankly, if I tell the players that I am willing to run whatever sort of game they want, but I don't do this work, then I am full of shit.
If they want to explore the world of crime, but there are no other, bigger fish in the pond when they enter it, I have failed them. If the fish, big and small, do not have plans of their own, then I have failed them. If the wizards who knew where stuff was, and who were willing to pay to get it, which got mentioned in the opening module, are not still out there - and they do not hire someone else to get those same items (some of which the PCs might now have), I have failed them. If the various gods and powers can be taken for granted because they do not pursue their own interests, then I have failed them.
It is not my goal to fail my players.
While I agree that it is wasted effort to plan the world too far ahead (and by this I mean, what occurs in the world without the PCs involving themselves in it in some way), this is not because I will force the players to some specific action to make my work worthwhile, but because I know I will not, and thus make the work wasted.
I'll tell you how I got introduced to the word "railroad", as it applies to role-playing games: DragonLance. No big surprise there, I imagine. But the term did not apply to how a scenario started, it applied to how the scenario played thereafter. and that's important because no one - no matter how smart or how well-meaning - gets to change the meaning of that to fit their own mantra either. This is what it meant when I first heard the term in the 1980s; this is what it means now. There's no coincidence in that; I first heard the term "sandbox" in opposition to the word "railroad" in the context of discussing these modules.
An interesting thing about modules: The first module I ever used was Gary Gygax's The Keep on the Borderlands. I have used it many times since, and it is still the best module TSR ever produced in my opinion. There are, of course, things I didn't like about it at the time....particularly the idea that the DM should steer the PCs back if they go too close to the edge of the map. Time has mellowed me on this somewhat - there's nothing wrong with the GM providing this kind of context, provided that they do not follow it up by forcing the PCs back to their story, or merely cause the world to end at the map's edge.
Growing up, I wasn't wealthy. Far from it. Buying gaming material was rare. Originally, I ran games from copies of the books owned by my friend Keith, and laboriously hand-copied by myself. When I ran modules - including White Plume Mountain, the A-Series modules, and Ravenloft - it was because the players involved bought them and asked me to run them. Nobody in their right mind would consider this railroading. What railroading meant, in that context, was to disallow solutions that were not foreseen by the module's writers, or to force events in the module to occur as the writer had envisioned. For us, modules were frameworks only. They were meant to be bent, folded, spindled, and mutilated.
White Plume Mountain came out in 1979. Players have been asking to explore it for over 30 years. Can it be used to railroad? Sure. I had a DM do that to me, once - my first experience with the module, actually, and before I read/ran it myself - but only because he was inexperienced and didn't understand yet how to run the game. I have encountered remarkably few "Bad DMs" in over 30 years of gaming. Lots who were inexperienced, sure, but that isn't the same thing.
It is easy to say "Don't use modules; use these tools instead, no matter how long it takes", but the tools offered - books on history and speleology - aren't really doing it right either. No. If you want to run the game, you'll need to explore caves, head out to jungles, and walk in the Arctic until you've wrestled a polar bear and fought for your life, you are not really doing it right. Because either indirect experience has value, or it does not.
My own adventure, The Thing in the Chimney, starts with the PCs awakening in the Great Hall of the Cinderclaws' lair. Is this railroading? By some lights no doubt it is, but it was written to follow-up an in-game situation where the PCs consigned themselves to Fate and leapt between worlds. Player choices led to the adventure, but they did not need to lead to that specific adventure or that specific location.
To my mind, it doesn't always matter where you start, but it does always matter what agency you have to affect things once you have started. You have to start somewhere.
The funny thing is, if you read the linked-to "opening module", you will note that the PCs are explicitly started somewhere, and even if we are not told where the players are presumed to know, because they are told that they can go elsewhere if they do not like it. But, if you read this post, and agree with its basic premise, that would make the opening module a railroad. Because it is a black and white, on and off switch, as defined by Alexis. And that opening irrevocably flipped the switch to "railroad".
But you are running your game wrong. Papa knows best.
Back when I was writing RCFG, I wrote this as part of the introduction:
It is easy to say "Don't use modules; use these tools instead, no matter how long it takes", but the tools offered - books on history and speleology - aren't really doing it right either. No. If you want to run the game, you'll need to explore caves, head out to jungles, and walk in the Arctic until you've wrestled a polar bear and fought for your life, you are not really doing it right. Because either indirect experience has value, or it does not.
My own adventure, The Thing in the Chimney, starts with the PCs awakening in the Great Hall of the Cinderclaws' lair. Is this railroading? By some lights no doubt it is, but it was written to follow-up an in-game situation where the PCs consigned themselves to Fate and leapt between worlds. Player choices led to the adventure, but they did not need to lead to that specific adventure or that specific location.
To my mind, it doesn't always matter where you start, but it does always matter what agency you have to affect things once you have started. You have to start somewhere.
The funny thing is, if you read the linked-to "opening module", you will note that the PCs are explicitly started somewhere, and even if we are not told where the players are presumed to know, because they are told that they can go elsewhere if they do not like it. But, if you read this post, and agree with its basic premise, that would make the opening module a railroad. Because it is a black and white, on and off switch, as defined by Alexis. And that opening irrevocably flipped the switch to "railroad".
But you are running your game wrong. Papa knows best.
Back when I was writing RCFG, I wrote this as part of the introduction:
While the GM has absolute authority to determine what the game milieu is, one of the common player goals of RCFG is to influence what the game milieu will be. In other words, while the GM determines the past and present of the game world, the future is created through the collaborative effort of the players (via their characters’ actions) and the GM (by determining what the effects of those actions are on the game milieu, as well as what effect various non-player characters, monsters, and natural – or supernatural – occurrences will have).
This distinction cannot be overstressed – It is the GM’s job to provide context and consequences for player character decisions; it is not the GM’s job to force the player characters down a narrow “plot”! The GM who grasps (and follows) the philosophy behind this game avoids falling in love with the milieu as it is. Instead, he or she is eager to see just how the players will attempt to change it! It is the success, or failure, of these attempts that RCFG is about.
While role-playing games are cooperative efforts with no real “winners” or “losers” (so long as everyone is enjoying the game, anyway), leaving a lasting mark on the campaign world is often the closest to “winning” that one can get!
A gaming group may devise another social contract if desired. Usually, though, a GM who consistently attempts to railroad player characters, who is unwilling to accept player decisions related to their characters, or who consistently undermines (rather than challenges) the goals of players and characters alike is more hindrance than asset to a gaming group. If talking about the problem doesn’t help, the group is encouraged to seek a replacement for such a problem GM.The funny thing is, I still hold this to be true.
Nobody is beholden to me when I sit down to play, and I am beholden to nobody else. It doesn't matter which side of the screen I am on. I have lots of hobbies. I have lots of things to do. I make time for this hobby because I am passionate about it, but my sitting at your table while you GM does not mean in any way that I have ceded all power to you.
We are sharing power, working together to make this game work. True, you hold one type of power, and I another, but that is because we hold the power required to meet our roles in the game. And, if you do not meet yours, or you attempt to usurp mine, our game will be short-lived indeed.
I expect that you will not interject your ideas into my actions, but I also damn well expect that you will interject your ideas into the world you present, its NPCs, its gods, and its monsters. Do your best to make the world alive, vibrant, and as deep as you can. Do your best to tempt me from my goals, because the world is like that. Allow NPCs, gods, and monsters to attempt to subjugate me. Then allow NPCs, gods, and monsters to seek entry to my service, because that's what happens in a living world.
The game is not just the player's actions, or just the GM's adjudications, it is the back-and-forth between the two. If the GM is unwilling to do his part, for whatever reason, the game is less than it could be. If the GM is unwilling to do prep work until you tell him what to do, and then you either have to play while he flies by the seat of his pants or until he does the work, the game is less than it could be. If there are not enough things going on in the world to tempt you away from your goals (successfully or not...you need not give in to temptation) then the game is less than it could be.
Also in that intro, I had included a quote from H.G. Wells, from The History of Mr. Polly:
If the world does not please you you can change it. Determine to alter it at any price, and you can change it altogether. You may change it to something sinister and angry, to something appalling, but it may be you will change it to something brighter, something more agreeable, and at the worst something much more interesting.When I read Alexis' post on definitions, I cannot help but be struck by his reference to redefining rape. In that bit, he notes that people try to redefine rape both to claim that it does not exist (and this has direct bearing to the series of blog posts in response to -C, and some recent back and forth on Really Bad Eggs with "Socrates is Mortal") and that rape means whatever they don't like. Alexis' redefinition of sandbox and railroad seem much akin to this sort of redefinition of consent and rape. In all of these cases, there is an attempt to shut down the conversation on the basis of you're using words wrong and if you don't accept my definition, it's because you just don't get it; you're part of the problem.
Here's something else that all of these positions have in common: Everyone is wrong but me.
Are you buying this shit? Because I am not.
Present me with a world. If I want to change it, I will.


