Originally Posted by
Baron
IMO, what you're describing are two unrealistic extremes at either end of a continuum. I doubt either extreme play style existed in any kind of statistically-significant way "back in the day," and I think the Dragonlance series of modules, meant to play through a set story, were the first major example of what is today termed "railroad." And that was a specific product with a specific goal: play along with the novels.
As the decades went on, specific games were written up that were, in fact, player-driven. That type of game attracts a very specific type of player, and honestly I don't really think it even sits in the same category of game as D&D, Runequest, Traveller or Star Wars. Our rpg games were conceived of with a game master who creates and runs adventures in his world. Players have a very different role, in that they are reacting to what he describes, and his interpretations of their actions. They may develop a personality for their characters with specific character-growth goals (become the King's Magician, take over control of the Temple of Odin, establish a colony on the moon), and upon arriving in a town they may say "I'm shopping for a Japanese katana, and looking for a date with a barmaid," but when the game master blots out the sun and a horde of undead attack the town, one expects the player's character to react according to his stated nature (or "alignment"). The game master sets the scene, the players improvise their dialogue. Now roll the dice.
We have literally thousands of adventure modules, still being happily written and played to this day, no complaints heard. That is not player-driven. Each one describes a setting, npcs, and usually, a plot or goal for the players to achieve. When there is no provided objective (such as save the princess, end the threat to the town, or kill the lich), the product is usually marketed as a "setting" rather than an "adventure module." Although there is a subset of players who appear to like the term "sandbox" instead. C'est la vie.
I'll reiterate what I said when reacting to Chirine. The topic never really came up, because it wasn't an issue. We just played. The internet, like our 24/7 news, has changed people's perception. But I managed to go through forty years of role-playing without ever actually gaming with anyone who had an issue about wanting a player to dictate the course of a game. Ever. And I've played with lots of people, in lots of different groups, in lots of different cities, at conventions, game stores and private homes. I've even played a decent amount of time online in recent years. So while there may be gamers who are passionate about this particular topic, they're not in any way a part of my life. And I don't care what games they play, it's none of my business. I just play rpgs.
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