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What is the difference between "narrative control" and "shared world building?" Your example of the name of the pub I would normally consider the latter. However I'm now thinking that the "shared world building", at least in this case, is the affect of "the narrative control." I like this, but, where would you get "shared world building" without "narrative control?" I would like to think that it is possible without it being an out of game activity. Also can you have "narrative control" without "world building?" -what would that look like?

Another question: Would you consider your example of the sleepy guard or USB key to be in the same vain as Blades in the Dark's heist mechanic, only for the present? Either way I like it - YOINK!

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I take issue with some people deciding if it is not a sandbox where they can go anywhere and do anything, then they are being railroaded. Its never happened to me back in the day, but I get the impression its more common now.

If the DM spent two weeks writing material for his village, the forest and a dungeon, it is in poor taste if the players decide to choose a far away city on the map and just go there, forcing the DM to adlib and make up stuff with no preparation, and it is not railroading if he or she redirects them to their content.

Obviously experienced DMs, or module designers will be much more flexible with making it feel like a sandbox. But lets face it, preparing professional grade sandbox content allows dozens of options, each with different outcomes increases the work of the DM tenfold.

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