Sandbox vs Railroad in D&D: The Truth No One Talks About
Posted by Luke Hart
By Luke Hart
Today in the Lair, we’re diving into one of the most over-dramatized, over-simplified debates in the D&D world: sandbox games, railroad games, and the mysterious middle ground almost nobody ever mentions. If you’ve spent any time on Reddit or YouTube discussions, you’ve probably seen this topic painted in stark black and white: SANDBOX GOOD, RAILROAD BAD. The sandbox gets praised like the holy grail of D&D campaigns—resplendent, shimmering, awe-inspiring—while the “railroad” is treated like an abomination forged to torment players.
And yet… the conversation almost always leaves out a critical truth: it is not an either/or scenario. You do not have to choose between a sprawling sandbox or shackling your players to the tracks of a relentless railroad plot. There is a third style of game—one far more common and far more functional for most tables—that rarely gets discussed.
So today, we’re breaking the whole thing down. What a sandbox actually is, what it’s not, misconceptions, pros and cons, how to run one, what a railroad truly looks like, and—most importantly—what a linear game is and why it’s the unsung hero of many successful campaigns.
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The Sandbox Game
Before we dive into drama and misconceptions, let’s establish what a sandbox actually means.
A sandbox game is one in which the DM prepares—in advance—a variety of different adventures, hooks, and opportunities for the players. The players are then given meaningful choices about which adventure they want to pursue. You still prep. You still offer plot hooks. But the players choose the direction of the campaign.
Conceptually, it’s simple. Execution? That’s where things get tricky.
Sandbox Misconceptions
Let’s clear up the big myths often perpetuated by “talky talky” experts online.
The DM prepares nothing and asks players what they want to do.
Nope. That’s not a sandbox—that’s a disaster waiting to happen. Players need options, not a blank void and a DM staring at them expectantly.
Sandbox games are the pinnacle of D&D.
Not always. Some players absolutely hate having too many choices. They feel lost or directionless. In my Princes of the Apocalypse campaign, my players literally asked me, “Luke, just tell us what we’re supposed to do next.” Too much choice can become a chore.
Sandbox games are low-prep.
Completely false. True sandbox campaigns often require more prep. When I run Curse of Strahd sandbox-style, I end up prepping Ravenloft, Vallaki, Wizard of Wines, and Madame Eva simultaneously because my players could choose any of them next session. A sandbox demands flexibility, which demands prep.
How to Run a Sandbox
The heart of a sandbox is giving players real choices. That means you:
Prepare multiple adventures or plot hooks they could pursue.
Ask players about their characters’ goals.
Build adventures around group goals; relegate personal goals to downtime.
Let players choose their path, then run the adventure they select.
You can reduce wasted prep by pitching plot hooks before you prep. Ask the group what they want to pursue next, then go build that adventure.
This works extremely well in some campaigns—like my Youngling game. Others, like Curse of Strahd, still require multiple things prepped just in case. And in my Ancient Dragon game, my players pick a hook and stick to it, so things stay manageable.
In short: I run sandbox elements in almost all my games—but carefully, strategically, and with an eye toward preparation efficiency.
Pros of a Sandbox
• Massive player agency • High engagement and investment • Players feel empowered rather than dragged along
Choice increases enjoyment. It’s as simple as that.
Cons of a Sandbox
• Your campaign may not follow your original vision • Prep time increases significantly • Story arcs can veer wildly depending on player decisions
Some see this as a downside; others see it as the beauty of D&D. Personally, I enjoy when my players derail my expectations—it often leads to better stories than I originally planned.
The Railroad Game
Let’s define what a railroad actually is—not what people shout it is online.
A railroad game is one in which:
The DM chooses the adventure.
The DM also chooses how the adventure must be solved.
Player choices don’t matter; their plans are blocked or invalidated.
The DM forces a predetermined story regardless of what players want or attempt.
A railroad isn’t just “DM chooses the next adventure.” It’s when the DM dictates every step of the journey. Sneak into the orc stronghold? “No, that’s impossible.” Cause dissent among the orcs? “Nope, they’re all perfectly loyal.” Every tactic denied until only the DM’s intended approach remains.
Railroads feel like the DM is writing a novel and the players are props instead of protagonists.
Railroad Misconceptions
Here are some falsehoods I see constantly:
“Modules are railroads.”
Nope. Most modules are linear, not railroads. Big difference.
“If players can’t choose their next adventure, it’s a railroad.”
Nope again—that’s a linear campaign. Perfectly valid. Extremely common. Not remotely the same as railroading.
“Railroads are always bad.”
A true railroad? Yes—usually miserable. But what most people are calling a “railroad” is actually just a structured, linear campaign. And linear campaigns can be fantastic.
How to Run a Railroad
I’m not teaching you how to do that. That would be like giving a tutorial titled “How to Burn Down Your House: A Step-by-Step Guide.” Hard pass.
Instead, let’s talk about the missing third category…
The Linear Game
A linear game is when:
The DM selects the next adventure, based on the campaign’s story.
The players decide how they approach and solve that adventure.
Unlike railroads, linear games still preserve meaningful choice. Players get freedom in tactics, approach, solutions, and roleplay—but the campaign has structure and direction. Most published adventures are designed this way: Dragon Heist, Dungeon of the Mad Mage, Descent Into Avernus… even Curse of Strahd, despite its “sandbox reputation,” is actually linear in level design.
Linear games are not railroads. They are simply structured campaigns.
Linear Game Misconceptions
“Linear games are railroads.”
No. Different concepts entirely.
“Linear games aren’t fun.”
Tell that to the countless DMs who run linear campaigns with enthusiastic, returning players. For most of my early DM career, I ran linear games. My players had an absolute blast.
“DMs should avoid linear games and run sandboxes.”
Not necessarily. Linear games are perfect for:
• New DMs learning the basics • Running modules with minimal rewrites • Groups who prefer direction • Busy DMs with limited prep time
There’s no shame—none—in running a linear game.
How to Run a Linear Game
Present the players with one strong, appealing plot hook.
Let them decide how to approach it.
Run the adventure.
When it’s done, present the next plot hook.
To keep things fresh, vary the mission types: rescue, sabotage, stealth, diplomacy, dungeon crawl, heist, assassination, etc. This prevents players from feeling like everything is “the same adventure with different monsters.”
Pros of a Linear Game
• Much easier prep • Predictable narrative flow • Great for modules • Excellent for new DMs • Allows pre-planning without wasted work
For many tables, this is the perfect balance.
Cons of a Linear Game
• Less player choice about what the adventure is • More pressure on the DM to create adventures players will enjoy
But these are manageable with good communication and awareness of your players’ preferences.
What Does Luke Recommend?
New DMs
Start with linear games. Learn pacing, encounter building, prep habits, player management, and story flow before adding the complexity of a sandbox.
Intermediate DMs
Begin incorporating sandbox elements—offering choices, open plots, player-driven direction.
Expert DMs
You already know what works for your group. Trust your experience, and run the style that keeps your table excited every session.
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