Anonymous
7/9/2025, 9:16:03 PM No.96048692
Does anyone else find it awkward that there has never really been a positive term for a more linear, non-sandbox game?
To be clear, I am not saying that anyone else's preferences are invalid. Other people are free to enjoy what they enjoy, and I will not hold it against them.
I personally do not like sandboxes. I have never played in or GMed even a moderately successful game that was pitched as a sandbox, or some similar term like "player-driven" or "character-driven." The reasonably successful games I have played in and run have all been "structure B" ( https://archive.4plebs.org/tg/thread/94875428/ ), and the single most fulfilling game I have played in the past few years ( https://archive.4plebs.org/tg/thread/91089566/#91131236 ) has unabashedly been a long string of "structure B."
I often see RPGs, particularly indie games, advertise them as intended for sandbox play. Sometimes, they have actual mechanics that support this. Most of the time, though, their rules are no more suited for a sandbox than they are for a more linear game; it feels like these games are saying, "This system is meant for sandboxes!" simply because it is fashionable to do so, or because the author prefers sandboxes yet has not specifically tailored the system towards such.
I think that this is, in part, because no positive term for a more linear game has ever been commonly accepted. Even "linear" has a negative connotation, to say nothing of "railroad," which is what many people think of when asked to name the opposite of "sandbox." Indeed, the very topic often garners snide remarks like "Why not just play a video game?"
I know of only a few systems that are specifically intended for more linear scenarios (e.g. Outgunned, whose GMing chapter is squarely focused on preparing mostly linear scenarios). Even these systems never actually explicitly state that they specialize in linear scenarios. The closest I have seen is noncommittal usage of the term "event-driven."
What do you think?
To be clear, I am not saying that anyone else's preferences are invalid. Other people are free to enjoy what they enjoy, and I will not hold it against them.
I personally do not like sandboxes. I have never played in or GMed even a moderately successful game that was pitched as a sandbox, or some similar term like "player-driven" or "character-driven." The reasonably successful games I have played in and run have all been "structure B" ( https://archive.4plebs.org/tg/thread/94875428/ ), and the single most fulfilling game I have played in the past few years ( https://archive.4plebs.org/tg/thread/91089566/#91131236 ) has unabashedly been a long string of "structure B."
I often see RPGs, particularly indie games, advertise them as intended for sandbox play. Sometimes, they have actual mechanics that support this. Most of the time, though, their rules are no more suited for a sandbox than they are for a more linear game; it feels like these games are saying, "This system is meant for sandboxes!" simply because it is fashionable to do so, or because the author prefers sandboxes yet has not specifically tailored the system towards such.
I think that this is, in part, because no positive term for a more linear game has ever been commonly accepted. Even "linear" has a negative connotation, to say nothing of "railroad," which is what many people think of when asked to name the opposite of "sandbox." Indeed, the very topic often garners snide remarks like "Why not just play a video game?"
I know of only a few systems that are specifically intended for more linear scenarios (e.g. Outgunned, whose GMing chapter is squarely focused on preparing mostly linear scenarios). Even these systems never actually explicitly state that they specialize in linear scenarios. The closest I have seen is noncommittal usage of the term "event-driven."
What do you think?
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