I agree with your comment. These days, with the internet, I often see posts and blogs with people discussing railroads and sandboxes (often with great emotion), but it took me a while to catch on to what they were even talking about. Having begun gaming in the 70s, we just sat down and
played. The game master created the setting, told you what sort of characters were available in his game, divulged any house rules, and wrote up exciting places for you to adventure in. There was no 'analysis' of play styles. Certainly, players were free to express preferences, and game masters were free to work with them, or they could go play with somebody else if they were that bored (assuming that was an option). But generally, we wanted to play, and were playing with friends, so there was little drama. Really, do poker players go through all that drama? Chess players?
I don't get it.
As to just how much time the game master might devote to writing up those exciting places for you to adventure in, well maybe that's the key in determining which modern label applies, railroad or sandbox. Many games consisted of a town, and a "dungeon." Take it or leave it. If I write up a city, a town, a bit of surrounding wilderness, a dungeon and a few lairs, then hopefully there's enough variety to satisfy anyone.
But I've said this before. If I say to my players, "How about an underwater adventure?" and they say "Wow, cool, let's do it!" And I then spend weeks writing it up, and when I drop the clue leading to it, they answer with something like, "Oh forget it, let's go search the mountains for fire giants instead," then we're gonna see some drama...
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