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Anonymous /tg/96048692#96051766
7/10/2025, 5:21:15 AM
>>96048692
As someone that runs that sort of pre-planned "sandbox" where the plot points are intended to flow into each other, I'd probably call it something like "Hiking Trail." There is a very intended pathway that has generally been maintained in some way, with the intention of the hikers/players being able to succeed. The party is always allowed to leave the trail, where there is far more rugged wilderness and far worse trials, but the chaos of the improvised path can lead to more thrilling discoveries. A hiker might get a random encounter with a bear on the trail and be equipped with bear mace and/or some kind of animal empathy skill to surpass it. If they go innawoods, they might bumble into the bear's den in a cave by a small pond that the town river flows through, where the baby bear is being taught to fish and now the bear is motivated to protect its child.
A noob GM's take would be the "Interactive Park Ride," where everything works within the few choices the GM intended, but the moment you leave the railroad it becomes obvious there was never anything else. The kind of game where the GM might plan for a castle or manor with a main entrance and a secret entrance that the party can learn about, but then someone says they want to sneak in through a window, waste chute, cellar door, chimney, whatever, and the GM outright saying no to such options breaks the sense of realism in the roleplay. It's like how vidya has the processing shortcut of only rendering what the player could reasonably see, but if you clip out of bounds then you can tell the doors in the chase scene hallway are for all intents and purposes just wall with a different color. Or there are visible rooms on the other side for the camera to show through the doors' windows, but they are simply inaccessible, and should you somehow access them they're all dead ends with nothing useable in them.