"Every DM has two scripts, the script of how we want it to go, and another script that is The Goonies" * Brian Murphy, 20something
@ricebrown12 ай бұрын
Goonies 2: Data Learns Fireball.
@FFmaxxx2 ай бұрын
As a beginner just starting dnd that sounds frightening to me. Because I'm having trouble finding a dm and i an probably going to have to learn to be that role
@DivergentAndDragons2 ай бұрын
@@FFmaxxx It's fun, even in total chaos that you didn't plan, it's fun. Nobody knows what your plans were or what you hoped would happen, you can't fail
@classy23292 ай бұрын
@@FFmaxxxjust do it. I know that sounds simple and im down playing the stress of it but that's what you i think you should do, it's scary but the fact that you're worried about it is your first hint that you'll be willing to make a fun game. Get the dmg and a players guide listen to some real play podcasts like d20, greetings adventures, adventure zone my personal favorite is not another d&d podcast. Either pick up a prewritten campaign if you're not great at thinking on your feet otherwise make up whatever sounds interesting to you, just invite some friends to hang out and admit from the start you're new and that you know they're going to break things so you'll have to take some time to think then just jump in you'll learn faster than you think. I honestly prefer being a dm over a player even though it's more stressful and takes way more planning
@mondaynightballroom202 ай бұрын
@@FFmaxxx Feeling scared? Just play a brave character. You might be intimidated but Horatio the Unfuckwithable isn't.
@rovaan572 ай бұрын
“The goal of these fantasy worlds isn’t to be in middle earth, it’s to be in the fellowship.” What a great way to put it.
@WolfbloodJakeWilliams2 ай бұрын
Players: We need money. I open up a bakery in town. Next three sessions are about opening and running a bakery.
@chaosmeisters67812 ай бұрын
Was such a great quote, I want it on a T-Shirt!
@kylkim932 ай бұрын
@@WolfbloodJakeWilliams and IMO this is precisely why sandboxes get a bad rap: the freedom to make any decision but having to make it at THAT MOMENT, with the limited information and time available, it's near impossible to make decisions which translate to a grand plot of Fiction. It's too easy to steer towards a reality like The Great British Bake-Off.
@Gale_7892 ай бұрын
@@kylkim93Ok then. Then the DM can include the great British bake-off into the main plot. Maybe beforehand the party was trying to hunt down some people who kidnapped some hatchling wyverns, then they discover that one of their opponents is putting Webern poison into their food to attempt to kill the judges. Then maybe they learn that it was actually the third team, and the party and the team they originally thought were the bad guys team up and win the competition and identify the whereabouts of the baby wyverns. Edit: This took me two minutes, and I’m dumb. Imagine what a smart person like you probably are could come up with
@mrosskne2 ай бұрын
You don't know what anyone else's goals are.
@RoughGalaxyYT2 ай бұрын
I like the idea of, instead of a railroad, it's a freeway. It comes with lots of off-ramps and on-ramps, and we'll get to the end of the road eventually, but there's gonna be some interesting diversions along the way.
@Blu_Moon_Owl2 ай бұрын
I kinda did that too for the one and only time I Dm. Always gave them options for other things but it still went along a set story
@neospriss2 ай бұрын
This is my preferred way. Small sandboxes are fine, but that really requires players that are 100% into the world and premise. Unfortunately, most of my tables have at least 1 person not 100% engaged due to something, so it gets tiring after a while asking "what do you want to do" and getting crickets. . .
@Erthshade2 ай бұрын
So less railroad and more Route 66?
@jjdoughboy21032 ай бұрын
As somebody once said you write not in straight line but in circles where you are constantly moving forward like not one path but two path that both lead to the sane place.
@wittyadrian2 ай бұрын
I really like that analogy!
@lkafjkakjf3332 ай бұрын
“There’s two jumps on the rail.” That fucking got me
@schuhey70212 ай бұрын
yeah ngl i was fully sold on the rail at that point lmao
@satchguitar842 ай бұрын
not even a passing nod to Zac for not only winning, but getting Brennan to make his point for him😆
@TheHighSorcerer2 ай бұрын
You could say he railroaded him into it.
@lucashayes3462 ай бұрын
If Brennan noticed, his competitive spirit would have awoken and Zac might not have left alive. It had to be a subtle victory
@Jmcinally942 ай бұрын
@@TheHighSorcererYEEEEEAAAAHHH 😎
@mrosskne2 ай бұрын
sandbox > railroad
@alexpage43552 ай бұрын
@@mrosskne Not really. The whole point is you need something somewhere in between, flexible enough to accommodate player creativity but not _so_ open-ended that players have no idea what they're even supposed to be doing and get bored when they can't find anything interesting. It's why they both ultimately ended up arguing both sides, because _either_ extreme is a mess!
@EvelynNdenial2 ай бұрын
i like brennan's idea of "railroading" from a previous video. there's a goal the players want to get to and they're free to do whatever they want but the narrative terrain is such that the best easiest and fastest path is snaking through all the DM's desired plot points. and thats the most fun experience for players too because the straight shot to the goal would be quick and boring. but they still have complete agency, can deviate along that path as much as they want, and if they are really determined could even brute force their way up from the narrative valley and over the ridge straight to the next plot point early.
@Gibbons34572 ай бұрын
But that's not railroading. Railroading is explcitly a pejorative term of when a DM overrules or undermines the players adjency in order to force a desired outcome. Now the moment the DM has "plot points" they are starting to walk the path of the railroad. Note it's not the act of having a plot that's the problem it's when you start prescripting the actions of the players that things start taking a bad turn. The world stops making sense; the NPCs start becoming actors; the players become an audience. The players should be given interesting and meaningful choices and many of those choices should be mutually exclusive. The players should have the option to upset the applecart if needs be. Ergo they shoudn't have to brute force their way through the game.
@mrosskne2 ай бұрын
Trash. The players decide their goals.
@mrosskne2 ай бұрын
@@Gibbons3457It is railroading. If you have any idea of what's going to happen beyond the goals of individuals and groups in the world, you're railroading.
@brilobox220 сағат бұрын
@@mrosskne Your games suck. No I won’t elaborate, your IQ is too low to understand.
@birubu2 ай бұрын
Looking through the keyhole and Misty Stepping through the door’s actually quite interesting. You now have *a* player through, and can help solve the puzzle with additional clues or interacting with things on the other side of the door. However, the rest of the party are still blocked from entry, so it isn’t so much bypassing the puzzle as it is expanding on the ways players can interact with it.
@aquamarinerose54052 ай бұрын
Admittedly I feel bad that my immediate instinct was essentially a "Rocks fall that guy dies" thing by saying something like "Alright. have fun fighting the dungeon boss by yourself"
@dapperghastmeowregard2 ай бұрын
@@aquamarinerose5405 I kinda had an opposite experience in a game once. Basically I was off exploring alone for some reason and found some weird hills with doors in them (Think they were tied to alignments or something, never came back to em and the campaign fell off). I go in one, poke around, see some mural of like my own death or something and then some monster wakes up and starts moving towards me. I get back to the door to find it closed and I'm just like "Okay cool, I Dimension Door 500 feet in X direction" (Turns out casters in 3.5 are dumb :P)
@mrosskne2 ай бұрын
@@aquamarinerose5405Why does it make you so mad that the players are making rational decisions with the knowledge their characters have? That's role playing.
@aquamarinerose54052 ай бұрын
@@mrosskne I mean... part of it is gut reaction, and part of it is a sense of "logic" in its own right. The Logical Part: If I made a giant puzzle door with a fancy key puzzle right in the middle of a dungeon, I feel like it's a 99% chance that's going to be some kinda Zelda-Esque Boss door, meaning that naturally whatever is beyond it is going to to dangerous, meant to be taken on by the entire party, & probably not a good idea to go off alone into due to points 1 and 2.
@mrosskne2 ай бұрын
@aquamarinerose5405 No. There isn't any such thing as "meant to". There are just things in the world. If you don't want players to misty step through a keyhole, you have many options that don't require you to throw a tantrum. You can : Rule that misty step requires line of effect. A closed door blocks line of effect. Use locks with keyholes that aren't through-hulls. Like most locks. Use dead bolts. Use cross bars. Use intelligent enemies that prepare ambushes for teleporters. Use Alarm spells. Design locations that assume access to teleportation for regular movement. Stop designing puzzles, and design worlds instead.
@SoraPierce2 ай бұрын
"As a DM, I don't have to think that much." Absolute fact. I love running flexible linear games. You signed up to my game? Its time to get on this Polar Express. We have a destination, but we don't need the rails to get there, I'll drift across that frozen lake, but we getting to that destination!
@mrosskne2 ай бұрын
Thinking is fun
@mjredderАй бұрын
And there's the important part: "You signed up for my game." If a game a DM is running isn't your cup of tea, go start the game you want to run rather than blasting a DM for not catering to someone trying to do things counter to the game the DM wants to run. The DM is a participant in the co-op play too, people seem to forget.
@mrosskneАй бұрын
No. You'll run your game correctly, in the way that you are ordered to, or die.
@nojusticenetwork9309Ай бұрын
@@mrosskne or die? My guy, you are not that tough lol
@DigYourSumo2 ай бұрын
As a DM and a player, the worst sessions are always those where the party does not have enough direction on what to do. I.e., "Welcome to Phandalin you are now free to spend the next 3 sessions meeting every NPC in town and fighting 1 small building full of thugs. Or you could fuck off into the woods to clear monsters out some ruins, but that's not where the plot happens. If you don't randomly pick an event that leads you to the actual plot, too bad, you made that choice and have to wait to get to the intended story of this campaign." As a player, that leads to sessions with little motivation because the characters happen to not have run into the motivation yet. As a DM that means I have not given my players an engaging event or I have to warp circumstances to make the plot land on top of them anyway. Everyone has more fun if I give each session/location a strong inciting incident or goal that leads players where they need to be for a cinematic or compelling encounter. Crafting a plot and setting up exciting events is what I'm here to do as a DM. Call it good storytelling, not railroading.
@Thalaranthey2 ай бұрын
yeah for a good sandbox you need good, dedicated and creative players. It has potential for a lot more fun than railroad but is also dependant on players, while railroad is almost exclusively dm's responsiblity
@sleepinggiant40622 ай бұрын
I agree completely. Providing content for your players is never railroading. It's giving them goals and stuff to accomplish, and a good DM lets them brainstorm up ways to solve things, and that's where player agency is key.
@ChaosCause30002 ай бұрын
Don’t remind me of Phandalin 😭 So. Many. Goddamn. NPCs and so much “kill this and that because it did something bad off-screen” which my player don’t want to do. I’m a new DM so I thought it would be helpful but I spend so much time changing things to make it more interesting and engaging. Having to do that for multiple quests at the same time is so much work, I’ve already reduced the number of available quests but I think I’ll just choose the interesting ones and and replace the quest board with people asking them for help.
@greystorm99742 ай бұрын
I rant about this in another comment, but you are so right. A good narrative and plots does not take away player agency. There are plenty of potential for agency. Aimlessly wandering around kills pace, bad pace kills campaigns. But once you presented a problem, rejecting any idea other than the solution in your head, is railroading.
@shadowfire15002 ай бұрын
As a new DM that started my first campaign (and homebrew at that), yeah, I screwed up big time and made large gaps where the party had nothing telling them what to do or what goal to go forth (doesn’t help they did some things out of order from what I anticipated). I wish I knew this ahead of time, since no DM wants their players to feel bored and lost.
@WanekoThaneko2 ай бұрын
09:10 This has happened in one of my games, one of the players was always busy and missed a lot of sessions so we turned his character into an odd-jobs specialist npc when he was gone, making money for the party at the docks. I even made an entire upgrade system for his character like the enchanted Spatula of Frenzied Flipping (+1 gold per hour when working the kitchen) so the party would essentially leave his character at some jobsite and then come back from the adventure only to rob him of everything he's worth. Now he's a wage slave IRL and in-game yay.
@anonymousanomaly98692 ай бұрын
That felt more conversed than contested. I welcome this
@mactireliath23562 ай бұрын
Thanks for this, it’s been a rough day
@hambone.fakenamington2 ай бұрын
I feel ya, man
@ShortKid2262 ай бұрын
The way i legit forgot. The power of Dropout 😂😅
@grumpytanuki76742 ай бұрын
We'll make it through ~ ❤
@plunderhell2 ай бұрын
Don't give up! Stay strong!❤🇸🇪
@cactapus15622 ай бұрын
Too true
@jamesross62192 ай бұрын
2:20 "As a DM I don't have to think of that much 💩" Zac Oyama out here spittin' facts, saying the truth that most DMs are afraid to voice.
@CloudianMH2 ай бұрын
Speak for yourselves. I spend every day of the weeks spare time thinking and working on the campaign and next session. Everyones games are different. Lot of people just go off the cuff and change thier world based on whatever the players do... some of us create a real live in world and have to consider every possibility and how the different choices effect the world, I will never railroad my players. So my prep time is enormous.. because my world also is alive and doesnt just move or react only to the players and I will not allow my own whims to decide a choice. It will be centered in the world and characters that I have created... so yeah, i need to prep for the chaos that they can attempt to cause. But also to tpk them if they do something stupid. Making sure my players are aware of stakes as they push them. What happens in off the cuff games is lvl 5 characters being best friends with all then importsnt people in the world. Unbelievable, not grounded. Boring.
@AlfontsIV2 ай бұрын
It's laughed off, but honestly, I have a full time job and some other social commitments. There comes a time when it's just a question of whether my players want me to run sessions every couple of weeks, or every couple of months
@mrosskne2 ай бұрын
I actually enjoy the activities associated with my hobby, so this isn't a problem.
@pickledpiepi2 ай бұрын
For me personally (and I would assume most other people in the hobby) I don't have professional writing experience, so writing an engaging script/railroad is a much more daunting task than coming up with a simple idea like "here's a mountain where goblins and dwarves live. The goblins want to take over and the dwarves want to hoard gold." and adding detail where my players look for it. IMO sandbox requires a lot less work away from the table and a lot more work *at* it, which to me makes for a more fun game session.
@briane752 ай бұрын
I think true sandbox play takes a fair amount of relevant skills from both the DM and players, and there is a much larger risk of them collapsing into incoherent piles. When it works it is great, but when half the players stop showing up after a month because the world is too hollow to play off of, or because the party members can't agree on a course of action, I would have much rather had a clear goal and objectives from the start.
@Gibbons34572 ай бұрын
True sandbox play is some of the easiest DMing I've ever done. The less I had "scripted", the vaguer my plot, the freer my players, the easier the game was to run. The idea a sandbox doesn't have a clear goal or objectives is entirely backwards, sandboxes only work if the party has a way to obtain clear goals and objectives right from the get go.
@briane752 ай бұрын
Which is why it's a relevant skill for a DM to set up a sandbox. I've seen DMs who aren't experienced enough at world building or hook planting throw players into a setting that has no map, no defined nations, cities, organizations, governments, religions... Like the party literally has no choice but to choose a direction and walk in it to see what they find, and the DM intends to build on the fly ... But their skill set isn't up to their ambitions.
@mrosskne2 ай бұрын
If your players can't come up with their own goals, they're shit. Get new ones.
@icesharkk63992 ай бұрын
you can go in any direction you want. and talk to any NPC you want. and craft any narrative you want. the narrative is always following you. it will find you. and you were always on its path.
@WolfbloodJakeWilliams2 ай бұрын
Ah yes, the runaway ghost train.
@JohnCena-fd5yw2 ай бұрын
I think what you're referring to is the infamous "quantum ogre" route of solving the railroad vs sandbox problem. Notably, it only works if the party has no idea that you're using it, as soon as they catch on, its game over
@firewoodloki2 ай бұрын
Everything you do is destiny.
@kylekillgannon2 ай бұрын
"All roads lead to Ravenloft..." 😏
@undeniablySomeGuy2 ай бұрын
That's not necessarily quantum ogre. There's also a Junji Ito approach to it where the themes of the world and the need for the quest is so great that it affects everyone in the world. If the Dark Lord is so bad that everyone you talk to mentions specific problems in their life that can be traced back to the Dark Lord (quests), then that's not quantum quests, that's just a wholistic problem. No matter where you try to run to, the effects of the problem will be found.
@bl4cksp1d3r2 ай бұрын
The best is probably somewhere in the middle. Like... Planning out point A and B, but allowing the players different routes or even freedom to get from A to B. A Navigation system, basically.
@bv3102 ай бұрын
Yeah. "You need to get enough power to break this seal", and then letting them choose the method to get there.
@ryanschramm81472 ай бұрын
In videogame terms I think that's best described as Mass Effect: Here you go, you're on this ship, you have an entire galaxy (well like 5-6 maps) to do whatever you want, but when you're done with your playtime, here is where you go to move the story along
@harrycookson60862 ай бұрын
There isn't really a best way to do these, as it's entirely preference based. I personally like the sound of a "pure" sandbox over the sort of rhomboid structure you are describing, but it's cool if that's what you prefer!
@bl4cksp1d3r2 ай бұрын
@@harrycookson6086 Oh yeah definitely. And in a group it's important to find a solution everyone can be happy with.
@norsethenomad59782 ай бұрын
Amusement park
@Whisdom2 ай бұрын
Attempting to be in better shape, so working out while watching. “There are two jumps on the rail” almost ended my life. What a legend
@tubulartortoise25572 ай бұрын
Zac is so based. Being a dm is hard. I like to give my players some choices within the scope that I can, but you cannot spend the limited time we have going off the paths I have made because I can only make so much.
@AFK00992 ай бұрын
I do counters so that new stuff happens and I also do all roads go to Rome, the trick is make sure they think it's their idea
@kardellious2 ай бұрын
yeah I also let them know about thing's going on in the background via rumors or their NPC's connected to their background. Like a reminder the longer you take the more other things are happening or even my NPC's like, "look at the "heroes" goofing off" @@AFK0099
@mrosskne2 ай бұрын
Being a DM isn't hard when you don't railroad.
@mrosskne2 ай бұрын
@@AFK0099Why don't you want your players to have agency?
@SkullMan192 ай бұрын
@@mrosskne tell me you've never DM'd without telling me.
@stefanjentoft81072 ай бұрын
Part of the art of DMing: creating the illusion of a truly sandbox world, while having sufficient grasp of motivations and desires to guide the players to do what you want them to do
@mrosskne2 ай бұрын
Nah. I run games, not illusions of games. There isn't anything I want the players to do, except make decisions on behalf of their characters.
@stefanjentoft81072 ай бұрын
@@mrosskne Here's the thing: any game, whether D&D, some other RPG, or even "open world" game will have limitations, there will be a limit to how far players can go. At the very least, there will be a "render distance," even in D&D. The better and more flexible the DM, the less players will see this rendering, but that doesn't mean that there aren't constraints.
@mrosskne2 ай бұрын
@@stefanjentoft8107 Speak for yourself.
@brilobox220 сағат бұрын
@@mrosskne do you ever get tired of being intellectually obliterated?
@romanterry72152 ай бұрын
My tip for running sandbox, and it's going pretty well so far. 1. Make time matter. Give the players an initial quest that is a long travel away. This created a deadline, which motivates them, but also make it long enough for them to be able to stop off at different places along the way if they see something interesting (my players reached their destination with two weeks to spare). Let them pick their own route, which leads me to the following: 2. Make a map. A map shows the players where it is possible to be, and how long it will take to get there. Make sure the whole landmass is surrounded by ocean or impassable borders (the walls of the sandbox). While your players are traveling, they will be able to plot the route they prefer. My players had three major routes: a long trek through the northern border, a shorter but still long path along the coast, and a dangerous but quick mountain pass. All were capable of getting them to the place on time with at least two days to spare, but they chose the mountain pass. 3. Food. Water. Carry Weight. These become the true BBEGs of your game in a sandbox setting, and they provide a ton of fun opportunities for immersive puzzle solving. My players chose a short route to save on food, but then at the last stop before the mountain pass, they bought a bunch of pitons, climbing gear, pulleys, and a ton of rope. These supplies were used numerous times to haul their cart and horses up nearly impassable vertical and horizontal challenges that would've added extra time to their journey if they couldn't solve the puzzles (I also had no solutions for these, it was up to them to make it work). They solved every single one, but they ended up having to leave behind lots of rope.
@Brenden-H2 ай бұрын
"A good game is a series of interesting choices" - Sid Meier additionally: Choice is only interesting when it is both impactful and informed.
@nickkroustis58562 ай бұрын
I don't know if you ever talked about this. But as a forever DM my hot take is that it is more beneficial and fun to a game to have good players than it is to have a good GM.
@HawthorneLTD2 ай бұрын
I agree. Best DM in the world doesn't matter if the players are shit. Mediocre DM but players that enjoy each other? Still gonna have fun.
@ApequH2 ай бұрын
Yes!!
@madmonkey4u2 ай бұрын
I once DM'd for a random group of people (my friend joined a rando group but the DM never showed so I stepped in) and this group would react to nothing, I'd get no responses when I'd ask them what they do. It got to the point where I started giving them REAL obvious solutions and routes of what they could do next and still they'd be silent it'd be like pulling teeth.
@Rookie_Pyro2 ай бұрын
Give me 4 invested, proactive, players with diverse play styles and you'll have to pry us away from the table.
@madmonkey4u2 ай бұрын
@@Rookie_Pyro It's a beautiful thing. An even more beautiful thing is that I've been playing for 10 years with my friends in a long running campaign. Two players who were just along for the goofs and laughs have now started to become just as invested as the other two and it's bringing me tears of joy.
@BlazeMakesGames2 ай бұрын
Something that can sort of marry the two concepts is basically just tweaking things behind the scenes so that the players feel like they have enough agency to go anywhere and do anything, but secretly the GM is changing things up behind the scenes so that the players stick to the path as prescribed. A classic example of this sort thing is like, say the players go to a town, so the GM lets the players go wherever you want. The Tavern, a merchant stall, some random NPC's house, etc. But then regardless of where they go, some event happens. Like a goblin gets tossed through the window or someone pickpockets them or something like that. Maybe when they reach their destination everyone there is killed and they have a murder mystery to solve. So the event that occurs was prescribed for them like you would on a railroaded adventure, but it was designed in a such a way that it can be slotted into basically any choice the player makes for where they wanna go. So you don't have to worry about the players constantly avoiding the one place you want them to go while still being able to control the sequence of events that goes down. I think it's a really solid technique that more GMs need to think about. It obviously can still be done well or done poorly but it's worth trying out.
@Rodshark752 ай бұрын
I have a style that kind of combines both I like to call "Public Transit" DM'ing. Basically you have several different paths and you work the players wants and goals in with the story and world you are presenting and let them basically decide where they want to go, but with a straightforward path and story
@garrettwhite39222 ай бұрын
If you give no path don't be surprised when the party walks in a circle lol
@Akari-br7ci2 ай бұрын
I think the channel "The DM Lair" summed it up best. There's a middle ground between a railroad and a sandbox, a linear game. To paraphrase what he said; in a linear game there is only one clear goal, so the players don't get to choose what to do, but they choose how to do it. For example if the goal is to defeat the evil emperor, they can attack his fortress head on, or sneak in through the sewers to try to assassinate him in his sleep, or talk to the villagers and try to start a rebellion. The end goal is set, but how you accomplish it is totally up to the players.
@VanillaBean202326 күн бұрын
Yup, and to paraphrase Matt Colville, railroading is when you deny a player's good idea because it's not what you want or planned. That is, the only way to accomplish the goal is by following *how* the DM envisions it. TBH I had to stop near the beginning of the video because I've seen this delineation in a lot of videos, so it's weird to not see it here.
@phatman97622 ай бұрын
I love a DM that lets me use my own intellect to navigate their world. In college a friend of mine ran a game where the players were hired to "liberate" some artifact from a dealer in such things and return it to the person who paid us to do the job. We started in the manor where we were told the name of the dude who had the thing and the place he lived and that was it, how we actually got it was up to us. I was playing a wizard so I used spells like find familiar and disguise self to gather as much intelligence on the guy and his compound and the vault he kept shit in as I could and that engagement was very rewarding.
@Swordsman3002 ай бұрын
It’s been interesting for me. My players (I started DM’ing this year) are, due to how their characters act, a very go-straight-to-the-objective type of group. And without realizing it, I was intending on running a more sandbox game. That was a fascinating and eye-opening period of time where I had to identify what my players wanted and needed and where things needed to go, despite what any original plans before the campaign were.
@themanysirs18142 ай бұрын
Love this series so much. I feel like I'm actually gaining knowledge rather then just listening to people talk back an forth about pros and cons.
@eechee29792 ай бұрын
I've been on both ends of the extreme on this one. I've had one DM who really just kept repeating "What do you guys want to do now?" and I've wanted to say "Find a DM who gives us some direction, or even throws us a rogue bandit attack when we're undecided." I've also had a DM who effectively made our entire party indentured servants to a crime lord who threatened to turn us over and disavow us if we derailed in any way.
@Gibbons34572 ай бұрын
So you've played with two bad DMs one who didn't know how to run a sandbox and another who railroaded you. Your first example isn't extreme sandboxing it's just an unfinished sandbox, sandboxes should be full of things that the PCs can do and all PCs should have some kind of goal heading into the game anyway, or the party can have one collectively, there should also always be a default action that the players know they can do to find things to do.
@eechee29792 ай бұрын
@@Gibbons3457 The DM typically builds a world for the PCs to play in and it's considered good play if the DM's world has a life of its own that the PCs can interact with rather than the PCs needing to build the world for the DM. Otherwise, the DM becomes superfluous as the PCs will only have themselves to rely on to build the world they're meant to be playing in. A blank/uneventful world is *doable* with the right party but we just weren't it.
@gunternine11302 ай бұрын
I DM'd a bunch decades ago and I had a hybrid approach where the party had agency to where they wanted and do what they wanted, with the caveat that whatever plot points or encounters I had come up with for the story would be 'dropped' into their adventure (Seriously, write up what you want to happen in point form on paper and add the events in as the party plays).
@timmyDR2 ай бұрын
This exactly. I have an overarching narrative that the players kind of stumble upon as they play through a hex-based sandbox. It works well!
@Gibbons34572 ай бұрын
That's not a hybrid approach it's just a sandbox. You can't hybrid good gameplay with railroading because railroading is only ever a bad thing; it refers to overuling or undermining player choices with the express goal of forcing things to reach and expected outcome.
@gunternine11302 ай бұрын
@@Gibbons3457 You sure can! If you really need the party to fight a big bad, because it is part of the overall plot... and they aren't going the way that you need them to... then bring the railroad to them. Your Story/Plot is the railroad. Being built from one coast to the other. How the railroad gets built is up to the players... but it will still be built.
@yojimbo3012 ай бұрын
Zac is right. Most players think they want a sandbox but eventually they just bury themselves and search for that mine cart.
@dominicparker61242 ай бұрын
So much of game design is framing and illusions.
@Nyx_214216 күн бұрын
Funny how in these comments, its only the disingenuous, pro-railroading morons pulling bullshit anecdotes out of their ass to "prove" their point. "Most players", lol. Sure, bud.
@brilobox220 сағат бұрын
@@Nyx_2142 funny how all the pro-sandbox comments are just the same 4 mentally deranged people insisting their games are better with no actual arguments.
@cthulwho81972 ай бұрын
As a GM I signed up to use my limited time for a cooperative evening where heroes solve the murder, stop the necromancers plan and save the village. I did not sign up to run a bakery, chat to shopkeepers about clothes or teach a goblin to cook. 😂 If I wanted to do those things I'd play a board game. Or you can all meet up and improv some theatre without me. Be as creative as you like when moving towards the goal, take side branches as much as you like but keep moving in the vague direction of the goal.
@mrosskne2 ай бұрын
You signed up to run a game, and the players signed up to play a game where they can make decisions that matter. If you want control over what the characters do, write a book.
@cthulwho81972 ай бұрын
@mrosskne no thanks, I'll run a game with players whose idea of a fun time matches mine so I can actually enjoy my gaming sessions. Really weird that you think GMs can be forced to do something they don't want to do. Slightly creepy. 😁
@mrosskne2 ай бұрын
@@cthulwho8197 Wrong.
@Aeivious2 ай бұрын
@@mrosskne I gotta ask, whats your issue? Do you think DMs don't deserve to partake and have fun? Besides, whats the harm in a DM saying "I want to run this type of game" and the players agree to it?
@mrosskne2 ай бұрын
@@Aeivious Why can't you run a game without controlling your players? Deficient?
@jdjack5192 ай бұрын
I definitely feel like it's a really good idea to have a nuanced point of view when it comes to that debate. There's a lot of great ways to blend the two, and a lot of actual-play gms have really good advice on how to do that.
@Gibbons34572 ай бұрын
There is no way to blend a railroad with any other style of play. It cannot be done. Railroading is not a style of game it is explicitly a bad decision by the DM, it's when the DM subverts or blocks the smart choices of the players in an effort to force a prewritten conclusion. There is no half way point btween that and not doing that.
@FactoryofRedstone2 ай бұрын
@@Gibbons3457 Well there are a lot of differences in different styles of railroading. For example, there is what you could call "All roads lead to Rome" or "The illusion of choice". Where players are given choices, which don't really mater in the end, but as they cannot replay the game, they will never actually know that their decisions didn't matter. An example of that would be a crossroads where they can choose which town to go to. But they will always arrive in the same town, where your incident happens. While I certainly wouldn't use that for a campaign, using that style for one-shots can be quite useful, as the story needs to wrap up in the end and you don't have a week or two to think about consequences for actions. That of course only works for small decisions.
@Afrancis19682 ай бұрын
14:01 My closest example of this was when I was playing a Dungeon of the Mad Mage campaign and my Fighter/Barb would take all of his earning and donate them to the temple of helm as that was his god of worship. The DM made the campaign goal of simply delving into the dungeon for treasure and we could stop and retire whenever we wanted. My PCs only goal was to protect his delving mates and to make coin for the temple. The DM had no plans to flesh out the temple and its cast but because of my agency he fleshed out Waterdeep for us.
@obsessiforgenb83742 ай бұрын
I'm really digging this idea of luring people in with the promise of a hot take debate that inevitably just becomes two pals having a chill fun discussion on a topic they both find interesting
@cassmi87832 ай бұрын
I think railroading is generally understood as taking away player choice. It’s not so much ”here’s where of the story is leading you” It’s more ”no, you can’t do that, this is how it has to play out.” Linear campaigns are a different thing.
@BuddyCARES2 ай бұрын
NEVER stop telling the audience why you want us to do something or what you need us to do, idk I can't speak for everyone but I feel like it's comforting to know that you're at least not hiding some agenda
@clairealexander1402 ай бұрын
Zac is by far my fav for anything ever
@IndigoKnight492 ай бұрын
I am DMing my second multi-year campaign now, and have been DMing for almost ten years now. My first campaign wasn't necessarily 'railroaded', but it was fairly linear. They had freedom to choose how to do things, but I basically gave them *what* things to do. And it still went really well, all my players really enjoyed it. For my sequel campaign, I actually set out to create a fully sandbox campaign. There were a lot of things going on throughout the world as a result of the previous campaign, so there would be something to explore pretty much wherever they went. And surprisingly, that campaign has been a lot harder. My players were less engaged with this sandbox style. I've actually had to slowly shift the campaign to be more linear again because that just happens to work better for my player's enjoyment of the game. Really, I think a big part of the sandbox vs. railroad style actually comes down to the type of players you have and what they prefer. Because I know a lot of players would love the sandbox style I initially set up for campaign 2 and may not want to be set into a linear story. And obviously the reverse has been proven by my current players. It's ended up being a more complex topic than I would have expected when I first started this campaign.
@Henry-Kuren2 ай бұрын
Sandbox play works very very well when every player knows the system and is willing to take the initiative to move their own plots and wishes forward. Railroad play works really well with people who do not take the initiative to do things at all. There is a good time for every approach, and if your players work better with one or the other, as using one with a party that likes the other will not be fun for them, use the one that works the best for your players and their skill level with the system. It will make it far more enjoyable for the players, which will make it more enjoyable for you.
@TinkerBobV82 ай бұрын
Only 4:30 in, i think sandboxing works for players with more agency who want to role play. Railroading, I think, is better for players who don't know who their character is or what makes them special or who don't know how to RP or are just along for a story.
@ThreadbareInc2 ай бұрын
My preference is more of a hybrid mission system. "Here's what you need to accomplish, here's where the accomplishing must take place. You can do whatever you like while you're here, but you won't get your next level until you're done."
@cheemsburbger53262 ай бұрын
That’s why I like the setup for Curse of Strahd. “You are stuck in Barovia (it sucks here). If you want to get out of Barovia (it sucks here) then you need to slay the vampire lord Strahd von Zarovich. You need these three special items to kill him and you have to do it at castle ravenloft. The items are hidden somewhere throughout Barovia (it sucks here). You can do anything else you like along the way to increase your impact on Barovia (it sucks here) and/or learn more about the world around you.”
@sleepinggiant40622 ай бұрын
And simply by saying it has to be done, players will scream 'railroad!' Not that I agree with them, I like your approach and do the same. :)
@cheemsburbger53262 ай бұрын
@ true, but all of the players worth playing with would understand and have fun with the premise given in session 0 imo. I once had a player avidly trying to dodge the “railroads” (lead ins to the actual adventure/road to barovia) the first time I ran CoS and it was probably one of the most annoying dming experiences I’ve had. This is part of the reason why whenever I run CoS now I have all the players make characters that are native to Barovia so that they’re all already stuck in the premise of the adventure lol. “All roads lead to Ravenloft because that’s the module the game master spent 40-60 dollars on and spend the last 3 weeks prepping for” -Seth Skorkowsky (loosely quoted from memory)
@lordmew52 ай бұрын
That sounds awful
@VReric2 ай бұрын
My very simplified way of looking at this is - railroad in the long term, sandbox in the short term. You are adventurers and you're going to try to save the world by defeating the evil wizard. That's the long term premise of my campaign. You need to buy into that to play, because that's going to be fun for you and it's going to make my life easier. But in the short term, when you're faced with a single encounter or puzzle, solve it however you want. Teleport through the door or find the key or smash it down or whatever you want. It's just one door.
@cadiastands82 ай бұрын
DM here. Both have their charms, but I vastly prefer sandbox, especially one that’s well done and thought out to the edges of the map. It really rewards players who know how to quickly pick up on plot threads or have an adventurous spirit.
@Aeivious2 ай бұрын
I like to think of railroad as an actually train ride. You have a destination in mind, but there are stops along the way that you can get out and stretch you legs and find something else to do until its time to get back on the train. It's also very hard to DM, especially for new DMs, to do sandbox, not everyone is capable of bringing something spontaneous and new to the table at the whim of the players, and as a player I respect the DMs effort by playing towards those narative hooks and seek out only things described by the DM or that would make sense given the premise of the setting the DM has laid out.
@M1R4632 ай бұрын
I love and appreciate the discussion with reference to both LotR & Andor. Brilliant and specific points from which you can draw inspiration in your epic storytelling!
@berniethewordsmith2 ай бұрын
This is, very likely, the best, most profound philosophical doscussion about DM styles i have ever seen
@WatchMeSayStuff2 ай бұрын
I love how Brennan argued both sides in this one.
@andrecoelho80012 ай бұрын
The Alexandrian blog has a lot of articles ("Don't Prep Plots" is a good one to start) on this subject, in case anyone is interested
@mrvenom882 ай бұрын
The big takeaway from this video is that Zac does not know how to prep for a game.
@brilobox220 сағат бұрын
@@mrvenom88 funny, since his approach requires more prep. You can’t prep a sandbox, that defeats the point of the sandbox.
@mrvenom8815 сағат бұрын
@@brilobox2 you absolutely can prep a sandbox. It just looks very different to the prep he's doing
@orangecoloredsky34862 ай бұрын
I saw the condensed version in a short and liked it, seeing this whole discussion? I love it! One of these days I will scrape up the dosh to subscribe, super swear.👌
@natelex708419 күн бұрын
Whoa. 9:32 “… not only to be in the middle earth, but to be part of the fellowship.” That hit me hard. I’ve been playing a lot of Minecraft recently and I’ve been wondering why it doesn’t feel the same as it used to. And I’ve been able to play with some friends from high school even more recently, and it makes an enormous difference. What a profound thought from Brennan. That was awesome.
@trevorgreenough61412 ай бұрын
Hot topic. I'm not against linear narratives, I'm against railroading. Players are separate entities from the DM, and frequently come up with solutions the DM never thought of.
@VanillaBean202326 күн бұрын
Yep. I'm confused that this video and comments don't realize that they're different things.
@Nyx_214216 күн бұрын
@@VanillaBean2023 Most commenters are just desperately parroting the celebrity DMs they've formed parasocial relationships with with no actual experience or knowledge to back it up. The rest don't realize its a very subjective thing and that their favorite method isn't the "correct" one just because they've made it a part of their personality and take direct offense to others doing things differently.
@brilobox220 сағат бұрын
@@Nyx_2142 holy fk that’s rich, telling someone other than yourself they’re taking offense to others doing things differently.
@onetruetroy2 ай бұрын
This a terrific video and I have been thoroughly annoyed and entertained. - @6:53 That’s the railroading that sucks the happiness out of roleplay. I’m glad you pointed out that example. - I’ve been into TTRPGs since 1981 and when everyone at the table is having fun and the characters are part of a story worthy of song, then how we got there is moot. - I love a good roller coaster or express train, as long at some point it’s off the rails. The sandbox lesson I learned is to not only let your player characters have fun, but also let the NPCs, monsters, and giant cats have their turns. If the players are waffling with their PCs, let them know the world lives on, although it’s going to be a lot more exciting with their participation.
@TheKarishi2 ай бұрын
I love how much of an assist Brennan gives Zac on fleshing out his point, before he bothers with trying on a counterpoint.
@kylekillgannon2 ай бұрын
Zac deciding he wants to be the antagonist this round is a gift.
@Doombot2212 ай бұрын
What a wild first minute there 😳 😂❤
@WTH13SERIOUSLY2 ай бұрын
Love the conversation! As a DM I have always found that the distinction between railroading vs sandbox design is a false dichotomy. It comes down to how you create. I can't type it out very well but you have to find a balance and make worlds/stories that enable choices and allow people to be creative, but still keep people going in a meaningful direction. It also requires player buy-in. I take the Dishonored games level design philosophy as my inspiration for how to make good adventures. Obvious end goal, multiple paths or order in which various objectives could be completed or discovered, high level likely outcomes with room for player impact, things that might change the original objective along the way.
@tarultoyarto2 ай бұрын
Railroad scenes can be fun and brisk and cozy. The DM gives you a firm scene prompt and you go. "You arrive at the duke's castle bearing ill tidings. His brother is dead, and you must convince him to grant you aid in your quest. Go." On the other hand, I've had nightmare aimless sandbox scenes that go: "Well, I guess we could talk to the king." "Okay, you track down the king." "Sup. Do you know anything about The MacGuffin?" "No." "Uh... Hm. Can I roll a perception check to see if he's lying? Yeah, okay, five." "You're *pretty* sure he doesn't know anything." "Huh."
@garrettwhite39222 ай бұрын
Sometimes if you give the players a sandbox they sit in the middle and wait for the castle to be built in front of them.
@DistortedSemance2 ай бұрын
There are many different ways that could go with a DM who knows how to run a sandbox properly. 1. Just head off dead ends at the pass. "The king? That old fool wouldn't know an ancient artifact from bowl of porridge." The less time you waste on ideas you already know aren't going to get them anywhere, the better. Every step they take should either escalate or de-escalate the central conflict or it's a waste of everyone's time. 2. Offer opportunities. The king doesn't know about the artifact, but he's happy to grant access to the royal library/court sage/scrying pool/whatever that is more likely to be helpful. Maybe you already knew about that opportunity, maybe you made it up on the spot just to throw them a bone. It doesn't matter. The player characters are going to spend the majority of their time in unfamiliar territory, because that's what an adventure is; it's your job to make them aware of their potential moves. If you don't, it might not ever occur to them that a royal library or whatever even exists. 3. Never, ever, EVER put usable information behind a die roll! If the king is lying and you want them to know that, just tell them. Don't even pretend to roll. Just tell them outright. It's way more interesting to find what the PCs DO with that information than it is to try and hide it from them. If you want to respect the PCs abilities, pick the PC with the highest passive insight and tell them (and only them.) You can flatline the game by hiding good information much more easily than you can by oversharing.
@PigOfGreed2 ай бұрын
The latter is a bad DM, the first is a bad format. A lack of railroads does not mean there isn’t a path, it just means there’s more choices and players can poke around with different parts of the world that they want to interact with. In a sandbox campaign, which I don’t think is a perfect format either, you can still have premises and goals and ways of achieving those goals, and if you’re good at improv, that can work great as player decisions tie in one way or another back to the main plot. Meanwhile railroading feels bad because sometimes I want to stop the minecart and talk to an npc, have a meaningful character moment, do something, rather that just having the entire story happen to me. I sit down for dnd because I want to tell a story with my friends, not listen to a story one of them made. If they want to write a story they can, there are plenty of mediums that are better for doing that though.
@Nyx_214216 күн бұрын
@@PigOfGreed The latter is an imaginary scenario they pulled out of their ass for a disingenuous strawman. Nothing else.
@czcrossman24 күн бұрын
I’m with Zac on this one! Both as a DM and a player. You can still have a TON of freedom without having a FULL wide open sandbox game, but you still get to tell the story. Having a framework and guiding players down that road still fully allows for random exploration & experimentation, but imo is SO MUCH better for actually telling a story together.
@Hjerrick11 күн бұрын
I started dming with hugely over prepared railroad content. I worked really hard on what npcs the players would meet and what they would say. And the first thing that happened in my campaign was that a player didn’t like the vibe of my first npc and the group decided to leave the town behind and walk into the forest without being given a quest by that npc. I learned really fast that railroads take immense effort to build and are really painful to have players ignore. Slowly I learnt to just prepare information and npcs that can be uncovered wherever and whenever it makes sense, and making lots of lightly prepared adventuring content that can be fleshed out if ever the players decide they want to engage with it. Preparation now takes a couple of hours instead of half a day and my players feel like they are actually in the world.
@Ze0nite2 ай бұрын
I DM a sandbox in the truest sense of the word and do like 15 minutes of prep before a session. It’s a blast.
@kirbyseven72 ай бұрын
We are ending a near two year campaign soon. And early on I decided I would not say no and roll with every railroad just to see what happens as a GM. And boy what a two years it has been.
@sleepinggiant40622 ай бұрын
Were you a player and followed plot hooks? Or were you the DM and let them dodge plot hooks?
@joshTjensen2 ай бұрын
Brennan's point about the North, South, East, and West options is spot on. If you don't want people to go that way, don't make it interesting. But there are multiple ways to hook your players. If there was a murder in a small town, you can hook your players with a poster on a notice board. But what if they never look? Have someone from the local inn say something to the players. They don't go to the inn? Have some villagers or soldiers bring them in for questioning. They say that someone died and it's suspicious that all the sudden some strangers come into town.
@rhaenatargaryen80612 ай бұрын
Whenever i think about sandbox vs railroading i always come back to the first 30ish episodes of critical role campaign 2, like objectively was it a little more meandering than their first campaign? of course, but there was a kind of wonder to it. Done well there will always be a place for it
@kylebeardsley62002 ай бұрын
It helped that some of the party had a specific objective. Fjord was looking to enroll in the Soltryce Academy early on, so they were meandering northward to Rexxentrum, and doing jobs/earning money in cities along the way. As they continued on, it gave Matt the opportunity to inject other plot threads (Gnolls, the Myriad in Zadash, the war with Xorhas, secrets about Fjord's patron, the Iron Shepherds) that the party could latch onto.
@rhaenatargaryen80612 ай бұрын
Yeah, and i mean each player had their own internal world and perception of goals. Caleb certainly had no illusions about going to soltryce which is so funny. I think the moment the campaign clicked for me was the encounter with the kryn beacon-rescuer in the sewers, matt let them wander but he had red hot plot hooks waiting because he knew their backstory and motivations
@aquamarinerose54052 ай бұрын
Though then some would note that Campaign 3 was TOO meandering and sandboxy. Though I haven't actually watched that much so idk how true that is.
@rhaenatargaryen80612 ай бұрын
Yeah it didnt grab me like the others did, but there are some things and moments in it i really enjoyed. i feel like i would have enjoyed it more if it had remained more self contained on marquet rather than borrowing ludinus as a bbeg from tm9 who originally encountered him
@brilobox220 сағат бұрын
The sandbox worked until it didn’t and everyone got bored.
@lordroyalnightmare2 ай бұрын
This is always an interesting topic, and it reminds me the adage I've heard "All roads lead to Raveloft". Basically, if you're playing Curse of Strahd, the finale of the game will be a big battle against Strahd at Castle Ravenloft. You can do pretty much anything you want before that, but that's the end goal of the game. This can apply to any game; there are so end goals you will need to do, but everything in between is up to you. There's also the "Quantum Ogres" approach; present the players with multiple choices, but whatever choice they make, the outcome will be very similar. Example, the DM prepped a fight with an Ogre, so no matter where the party chooses to go, there will be an Ogre fight waiting for them there. The location they choose could effect the environment they fight in, but it's a fight with an Ogre regardless. Basically, unless the players expressly go out of their way to avoid something the DM has prepped, the DM can put anything anywhere that makes sense whenever they want.
@p.fish_632 ай бұрын
I like the idea of island settings being a mix of both, you can explore a limited space so theres agency and the dm can prepare the island in advance so there not taken off guard.
@dustinmccollum71962 ай бұрын
Im with Zack here. So this is just is anadoral evidence but 70% of people i GMed for prefer or need rails. There are many reasons why from they just want to play, there's too many choices and they don't understand setting up character goals, they just arnt into roleplay, ect.
@mycointhetrees2 ай бұрын
calling something “terrafirma” instead of saying “solid” is so brennan. thanks for the giggle B Man love ya zac, you won this one 😭
@KadzarTathram2 ай бұрын
8:44 I honestly would love to just play a guy with a sword in a port town with no special destiny. I've played enough adventures where it's my job to save the world, I would love to play in a game where such responsibility doesn't underpin the very concept the activity that we're doing. Like, sure, I might chose to do something and get in a little over my head, maybe even have my character die, and I'd be fine with that, because I chose that path in pursuit of what was important to that character. And it's not like heroics are completely off the table. Just because destiny doesn't inherently favor you doesn't mean you can't try to do something good. And, if you succeed, the victory will be that much sweeter, because you did it in a world that was not set up to aid your efforts and maybe even actively harmed them, but you found a way or just got really lucky and managed to make the world a better place despite the odds.
@SlickJohnnysHouse2 ай бұрын
Welcome to being alive, brother.
@josephrion35142 ай бұрын
As a player i love direction for the adventure. As a DM I love having lots of the scenes prepped.
@DoctorLazers2 ай бұрын
I'm definitely a sandbox guy now. I never thought I would be, until I actually did a GOOD sandbox game. I used to hate them because I'd been in so many terrible ones. But a good sandbox is without a doubt, the ultimate expression of the RPG. Player agency trumps everything. My current sandbox game is essentially a teen slasher movie in DnD. All the players start as zero level teenagers in a small mining town with a variety if goals and dreams. It's winter in a remote mining town. My players have no idea that there's a psychotic flesh golem murdering random NPCs they know and have personal connections to. The They may resolve this problem any way they wish. Try to gather enough resources to flee the town in harsh weather, set traps for the killer, unravel the mystery of the killer's origins, try to enlist help from the monastary of knights in the mountains, or just hide and hope they survive the winter. What makes it a sabdbox is not that I haven't prepared a story. It's that I haven't prepared a solution. I have created a scenario abd allow my players to engage with it in any way, including choosing not to engage at all. Using the Lord Of The Rings example. A railroad of that story is the DM planning for the players to go to the Prancing Pony, then Elrond, then through the Mines Of Moria, then to split up, and so on. A sandbox LOTR is the DM giving the player the ring, telling them that if they take it to Mount Doom they can destroy it, and letting them decide everything from there. They may decide to don the ring themselves and use it to battle Sauron like Boromir suggests and that should be a valid choice. They may decide to venture to the Eagle lands and try to convince them to fly them to Mordor instead of making the journey themselves. They may decide to surrender the ring to Sauron and become his dark servants in the conquest of Middle-Earth.
@SirNilzey19 күн бұрын
I like your example but I prefer going one step further. I only create a setting, a map fill it with factions and fanservice (not TnA, just setpieces for flavor). Then I don't touch it. I don't create a story whatsoever. There are no macguffins, no ancient evils, no twirling mustaches, no edgelords. My players are the ones creating the story through their interactions with the world. Their goal is to amass a slave cult of kobolds. Why? Because they fought against kobolds, spared one for information and decided that they were friendshaped enough for enslavement. Now they are benevolent kobold slave masters because in their eyes they shouldn't be living in squalor out in the dangerous world, they should be living in squalor with them were its safe. They are the cause and I'm the effect. Unfortunately a lot of people won't experience this level of gameplay because their GMs are busy aggrandizing themselves as if their writing was the hottest shit since hot-potato.
@norsethenomad59782 ай бұрын
I’m currently doing a Fallout campaign, and I essentially have my campaign laid out like an amusement park. You start out in Paradise, which has fun little kiddy games, radroaches, and plot points that inform you of three locations, but one of them seems more important. You go to the next location, they tell you of three locations but one sounds more important, and I just keep giving the players different side quests and directions they can go with rewards and horror at every turn. And I let them experience each thing for as long as they want, and I don’t rush them. My players played Caravan for two hours and it was the most fun they’ve had in a session
@aquamarinerose54052 ай бұрын
I'm tempted to say with the Fallout Comparison that I'm tempted to point out New Vegas. The game is technically open world, but you are incentivized to follow the path of least resistance that takes you through the main plot in a roughly linear order. You can technically choose to follow or ignore any number of side objectives you find on the road along the way, but each place has SOMETHING to do.
@DistortedSemance2 ай бұрын
Sandbox campaigns require a specific set of techniques from the GM and the right habits and expectations from the players. Some players have essentially trained themselves to seek out the rails even when there aren't any, because experience with railroading DMs has taught them that anything else will be punished. Similarly, many railroad DMs think that sandboxing is just about flipping the railroad on its head, and letting the PLAYERS build the tracks instead while they kick back and watch the show. When that inevitably bombs, they conclude that the approach doesn't work and go back to railroading. Good sandboxes are a ouiji board. Everyone at the table has an influence on where things are going - even a subconscious one - but noone has the authority to just grab the reins and run. Everyone pushes and pulls a little bit, focusing their energy in the direction they find most interesting in the moment, and the cursor spells out a story all by itself like it's possessed. But to do that, you need to PUSH. Ghosts aren't actually real, so don't just sit there with your hands in your lap and expect the cursor to move!
@bradley5353 күн бұрын
I just finished a 3-year long campaign as a DM. It started out in Waterdeep with the Dragon Heist module. Now, I'm a sandboxing kind of DM with a loose plot that the players can branch off to with their own desires to explore. After three years, they ended up at level 14, having never gotten further with the Dragon Heist than finding the Stone of Golorr and leaving it in a desk drawer somewhere in Trollskull Manor. My players are kind of insane.
@TheMrRedMad2 ай бұрын
What I thrive to do as a DM is to make world building like Oda did with One Piece. The PCs can go wherever they like, and where they land will have some elements getting them closer to the final goal I setup for them. But at the same time, the world around them moves and changes as well. Events happen beyond the PCs choices and interactions, and a place my PCs didn't go to session one can be totally different in session four. At least that's what I'd like to do, but it's easier said than done.
@LoadPast2 ай бұрын
Im so burned out on huge open world games. Im here to relax and enjoy a game, just give me a great story on rails. Less breath of the wild, more majoras mask.
@laxrulz72 ай бұрын
One thing I've learned over the years is that you should never ever ever give your characters a big, open ended choice at the beginning of the night. Always give these choices at the end of the night so you have a week to plan for the bat shit crazy decision they made.
@vedinokkriid65822 ай бұрын
A useful key to good railroading, the phrase "It appears to be..." this allows anything to become something else based on player input. Such as, "You arrive at what appears to be a dead end". This signifies that there might be more than meets the eye, or they can just take it at face value and turn around. If the party does some snooping around and a few good rolls, maybe now there is a hidden door that leads further along their path, or some good loot, or a small ambush, or a friendly npc. It could be anything, just by leaving open the idea that it appears to be something, rather than definitely is something. Nothing is absolute, unless it has no choice.
@travisb2842Ай бұрын
Something I find really interesting is my first character in my last campaign was this sort of wandering Tortle who had left home when he came of age and basically roamed over land and sea for most of his life. And when the story started all he was really looking for was a forever home and a stable life. Which was what I was wanting IRL. I was role playing my fantasy of owning a home in DnD. He died to some goblins before his wish came true, but later in the campaign the party received the deed to the (formerly) haunted house outside of Saltmarsh.
@Uther13132 ай бұрын
I want another 30min of this discussion
@PawsAndKeys2 ай бұрын
They're not mutually exclusive. The railroad can have sandboxes all around and next to it, and you can give the players the choice of steaming ahead to the objective or taking time to explore fun side-quests. The problem is DMing takes anywhere from 0-4 hours per in-game hour to prep, depending on how many pre-setup railroads and sandboxes you want to build.
@theparadoxicaltouristtrave932020 күн бұрын
Giving a potential goal and a potential step is different from "this is the goal, you will take it."
@adamorth5335Ай бұрын
1:50 the energy was a little “tell me what to do, DM Daddy. I like it
@kevinschultz60912 ай бұрын
On the few times I've GM'd, I've done a hybrid approach: 1. Make sure that all the PC's have a reason to do something around X, where X is the overarching plot of the game. "Save the Kingdom", "Retrieve the sword", or whatever. This is to keep PC's from going "yeah, but it's what my character would do", when whatever it is that they would do is "wander away from the group and do their own thing". Yeah, inevitably the party will split, but you want a reasonable expectation that they'll all keep moving towards the same goal. 2. Have a rich-enough sandbox world that you know (basically what's going on in the immediate surroundings; enough to improvise when the PC's inevitably do something odd. 3. Have the plot continue without them. So if they don't (for example) go rescue the town from the goblin den, and instead party it up that night in the tavern, despite you saying "hey, there's goblins out there"? Well, then the goblins attack a caravan. If the PC's don't care? The goblins continue to attack and potentially get strong enough to attack the town they're getting drunk in every night (or whatever.)
@SlickJohnnysHouse2 ай бұрын
I can't believe I had to scroll this far to find this. I'm not making a sandbox or a train, I'm making a beautiful clockwork. I've already told a story, I know what happens over the next sixty days at LEAST. If they want to wander around my delicate contraption of wires and chains and crystal, please, enjoy my artistic creation! But the real fun starts when something breaks, and you figure out how that propagates through this world. I spend an hour or two after each session going through all the things they broke or tripped over.
@hermithouse2 ай бұрын
I try to develop a general plot that sets up the adventure, and a general timeline that certain events in that adventure will play out. So if the party just ignores the plot and wanders around doing what they want, they can but certain things will still happen over time that progress the story. It's still based on player decision (even if they decide to ignore the adventure/quest to do other things). This ensures the general story/plot stays at the forefront of the game and leads to a conclusion, rather than just going forever until players tick off certain boxes. Also, when planning individual game sessions, I generally do an A and B plan. A is "here's what will happen if the party does what I think they will/should do" and then B is "here is what happens if they do anything else." Usually A will be plot related and B is more random encounters or general ideas that can just be plugged in as needed.
@Kalemba62 ай бұрын
Me getting flashbacks to the single game I DM'ed in high school where my friends were players and in the first round of combat, they ALL kept rolling below five and I rolled an agregious amount of 18s, 19s and 20s. I even said "you see the goblins aren't getting too close to the fire" to give them an easy out by scaring them w fire and they still got tpk'ed by a pack of like 5 base goblins rolling d4s for damage 😭
@Kalemba62 ай бұрын
This is all to say, whether you railroad or sandbox your players, sometimes the dice just make the story SUCK 💀
@brianbays8672 ай бұрын
12:45 I caught that sly camera wink, I wonder what inside joke he was hinting at about that Pirate game.
@B0K06912 ай бұрын
I think he said Bill Seacaster was from a pirate game he used to play before, Ergo, this must be that game
@natrium12502 ай бұрын
I like it when people are at least a lil self-conscious about "the engagement", so here you go 👍🏻
@kf71372 ай бұрын
I hate feeling railroaded. But if you can railroad me without me feeling it I'm probably having a blast
@brilobox220 сағат бұрын
You know what the easiest way to ‘railroad’ is? More money for stuff you want them to do. Works every time.
@maxdeth23332 ай бұрын
For me, I love to give my players controlled choice in a narrative with an overall linear structure! I love to run super big sprawling maps with a ton of stuff, and every so often my players wind up indecisive between A and B. But when this happens, I find players only need the teeniest of pushes in the right direction before they're up and running! A part of your job is table management and by far the most overlooked aspect is straight up telling your friends "I have a lot more written for option A"
@SongWillow14 күн бұрын
"You went for realistic and sadly you nailed it." 👏
@jamesmahoney18682 ай бұрын
This was definitely more of a discussion than a debate. 😅 Still happy I watched it... And engaged, you gremlins.
@SconeBuddy28 күн бұрын
I find a comfortable middle in what I call "The Theme Park". There are rails and paths and story beats, but the players are the ones choosing which "rails" to ride on. I, as the DM, can also add "new rides" in reaction to whatever my PCs decide to do.
@d-m.n_--22 ай бұрын
The best way I have heard it is that you are essentially creating a ride at a themepark. It is on rails, but you want to make it so that your players dont really care about that because they have so much else to experience, however also be ready for people to do things you never expected, because they will.
@cubancavalier30512 ай бұрын
when you have a DM that you know has a plot planned, lean in extra hard and it will be so much more fun than playing a crappy sandbox because your DM is making everything up. If your DM is sandbox DMing, go nuts making sandcastles.
@sammieqt_23 күн бұрын
6:49 my first two thoughts were "wait the keyhole actually let you see the other side and it wasnt just the lock mechanism" and "okay, you misty step through. The door is locked and can't be opened from this side. Your party members are all stuck over there" OR, THIRD OPTION I JUST THOUGHT OF. The key(s) to the puzzle are in the room the player Misty Stepped into. That third option is probably hard. The biggest thing I think is being open, honest, & willing to set expectations before a session. If the DM has a neat puzzle they want the party to actually solve, tell them before the session starts. "Hey I designed this really cool puzzle for the session tonight and I'd like for you guys to solve it intentionally." Or, when doing a playtest: "Hey y'all I need some help playtesting this gingerbread dragon to make sure it won't kill the party, can you guys come with combat characters?" ...that playtest was half-broken by a halfling wizard based off of Columbo who scraped enough of the frosting glue away to see inside and fire off a Fireball into the dragon. BUT IT WAS COOL AS FUCK. And it did help prepare for on-the-fly scenarios like that in the actual session. But my point is, be clear 😂
@Stromdiddy182 ай бұрын
ZAC will always have brennan's true laugh button. zac can get him to break so well.
@johnwaggner91432 ай бұрын
This has nothing to do with the video, but I was brought here by autoplay and the last video I was watching ended with the line "We're gonna have to stand up at the same time; I ALSO pissed myself." To immediately hear that followed up by Brennan Lee Mulligan saying "Which brings us to our very first segment of Adventuring Academy; Contested Roll!" Pure Comedy, Absolute Cinema, 10/10.
@jakehr3Ай бұрын
12:48, Brennan looks directly at camera and winks I have no idea what this inside reference is for his table group, but they must be going wild right now
@chava85732 ай бұрын
I didnt even knew that brenan has a yt Channel omg. And there are the old folks of ch; this is gold