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What's the better way to DM - railroading or sandbox? #AdventuringAcademy
196,302 просмотров • 2 лет назад •via X (Twitter)
Комментарии: 10

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For me the answer would be an incredibly well designed sandbox where your kids (the players) don't notice the guard rails keeping them nice and safe inside it.

Ah, the joys of providing clear goals to your players. It might not be a railroad but they need to stay on task or they'll miss their bus. Love Brennan's speech about sandboxes, just add the line "...suffering from intense choice paralysis" to the end.

A sandbox without direction can only work if the players are willing to make a story of it. A railroad without player agency completely removes the point of having other players play through your story. You need a balance of both, treating them as separate opposites is wrong.

A railroad that had the feeling of a sandbox. Sure, you can make choices, and I prepare for those but I’m not going to let you go somewhere that I’m/you’re not ready for. I create and control the world it’s ultimately up to me where you go and how you get there………

Don’t prep what is going to happen, prep what is there and what the enemy is doing. Then let the players arrive and have the set pieces react naturally.

Whichever one helps the group tell the best story/have the most fun. Sandbox isn't inherently bad, neither is railroading. Figure out which is best for your game/group and run with it

Zac Oyama is the realest (and funniest) person on the goddamn planet

For one shots completely understand railroading.. for long term campaigns though it’s a lot more fun with sandbox where the world and part of the story is prepped and you get to explore it

1) Roads (Railroads): for players who want to be told a story, and add their flair to it. 2) Paths: for players who want objectives, but get to decide how to accomplish their goals. 3) Wilds (Sandbox): for players who want to determine as much of the story/gameplay as possible.
