This post, over at
Carjacked Seraphim, got me thinking again about something that's a regular topic across the RPG blogosphere...a topic that I might not have commented on before. That's about to be remedied.
I'm going to try to make sense. Since I have such little time for RPG musings these days, I feel like I don't have enough time to write in as cogent a manner as I would like. Therefore, I'm never quite satisfied with my treatment of topics I want to discuss...never satisfied that I clearly communicated what was bouncing around my brain. Oh well, enough caveatting. Here goes:
One of the sacred cows of the OSR is the "sandbox" style of roleplaying, where (in my definition) the GM creates an open world for players to wander hither and yon as they see fit. I am a believer in this style of play, and even wrote
one of my rare substantive posts (damned lack of free time!) about a pitfall that unwary GMs can encounter when running sandbox campaigns (i.e., sometimes GMs can forget the value of consequences stemming from players' actions).
The topic I want to focus on is a widely-perceived division between sandbox campaigns and "story-driven campaigns," in which (my definition) GMs create a "predetermined" overarching plot that the characters react to/interact with. Many gamers equate story games with railroading, but I'm not sure it's that simple. Sure, in the hands of a careless GM, a story-driven campaign can devolve into players living out a frustrated novelist's unpublished opus. But I think that fate is not inevitable.
There's a tangent in here about how some RPG systems lend themselves to sandbox play and others to story-game play (I suppose the White Wolf World of Darkness games are the paragons of the latter style), but I won't get into that here.
I argue that a sandbox campaign is a type of story-driven campaign. But instead of the story being fleshed out significantly by the GM at the beginning of the campaign, the story unfolds over the course of play. Indeed, if done right, the full "story" of a sandbox campaign isn't known until the end of a campaign.
I suppose my current point (others may resurface from the quagmire of my brain at a later date) is that gamers should see that play/campaign styles are not that different from each other, if one takes the time to look.
I guess that was a lot of build-up for a statement that was pretty short. I feel that there was something more I wanted to say but can't formulate the thoughts into words. Again, I'm having trouble finding time to focus and craft longer posts, but wanted to get the thoughts out there, to get some thoughts from the community. I hope I'm not just stating the most obvious facts in the world.