Ovinomancer
No flips for you!
I get where you're coming from, and I'm not criticizing your play -- it looks like a stellar example of that approach (and likely a great deal of fun for the players). I'm trying, instead, to bring you up to speed on where the discussion is, because you're in a place where you seem to think that your play needs to be explained when almost everyone here has experience with it. What you appear to be lacking is experience in other approaches, which are what is leading to my analysis of your play above. This analysis is not looking for something wrong -- there is nothing wrong -- but instead putting it in the context of the larger whole of approaches. And, yes, when this is done your game is very much about finding out what is in the GM's note. I 100% believe you that you do not prep plots -- these are not the notes I'm talking about -- but you do finely detail the setting. The NPCs have pre-determined attitudes and goals, the locations are keyed, and, I'm assuming, some things are afoot that will happen in a scripted way if no one intervenes. All of this is largely the intent and point of the sandbox approach, with some differences in the exact nature of how they are accomplished (usually small differences and focusing on how things are prepped/presented). Ultimately, though, this approach using the GM as the primary mechanic for resolution -- what does the GM think is appropriate in these cases. This usually gets tagged with "fair" and "impartial" and so forth, but as @pemerton posted above, this is largely spin. Not leveling any accusation of bad faith -- I'm 100% positive there's a lot of good faith here -- but that the reality is that it's a person choosing things according to their conception of the fiction, so "fair" and "impartial" are really just one person's opinion -- it may not be shared at the table.I encourage players to ask question about the locale, creatures, and characters they are dealing with because my description are not always complete enough for them to have the information to make a decision. So they ask. With this particular session it was run as a one shot with several players who have not experience my Majestic Wilderlands setting before. So at the beginning there were a lot of questions and coaching get everybody up to speed on the situation and to the point where had a enough information to go on (and have fun).
Because it was a one-shot the inciting incident, the Bishop's Court, was contrived. A compromise given the circumstances of the session. The player were given a job to do that led them to the site of the adventure. Everything that occurred after they encountered the young couple in the road and fought the bandit was up to the players. When I first ran the adventure as part of a campaign, it was the encounter with the young couple and the bandit fight that was inciting incident.
Also this session was unique for me that it was run theater of the mind. Which I usually don't do. Instead I use maps, miniatures, and battlemaps a lot to minimize the questions. But that doesn't mean question are not asked. Usually they more precise and detailed about the immediate surrounding or character they are dealing.
And again it not because the player need to guess what is in my mind. It is because descriptions both verbal and using props are incomplete and thus the players may not have everything they ought to know as their character. I am only human and can't always guess correctly at what they think is important.
Last novices to my games often don't get right away that I am prepared to answer questions they might have. I rarely give answers that amount "just because". That if they want to details, I am willing to provide them. But on average I use my experience refereeing to make it easier by highlighting thing I found players found important in the past. It made easier with this adventure because that was my fifth run through.
If you played in one of my session I am afraid you will be disappointed if you try to figure what may notes or thinking is. I generally turn the question it around and ask what it is you want to do or are looking for. Then go from there.
I am afraid we will have to disagree on how the expansive the two approaches are. My approach allows any player to do what their character are capable of within the setting of the campaign. Whether it is the Majestic Wilderlands, The Third Imperium, Star Trek, etc. I try to create a pen & paper virtual reality that can be explored as the player wishes constrained only by the fact is with a small group of other players with their own interest. True a player can't say "I flap my arms and fly" without a reason arising from how the setting works. But as a person existing a world there is a hell of lot of things they can do as long as they break free of thinking that there are things they ought to be doing. Like trying to guess how I think about a situation when what matters is what they think about it and that they have the information about what there.
What happens, though, is that, like with most hobby endeavors, you find that you form a group of like-minded people to play with. This means that the "fair" and "impartial" and even the general approach to games is shared among people with like minds and like tastes. And that leads into a kind of narrowing of vision -- where it's very difficult to tell what's a social agreement part of the game and what's actually the game. These things blur. And, it's difficult to step out of this, even when you're aware of it. You, and this is no negative criticism, seem to have found people that you enjoy gaming with and a style that you enjoy playing it. This is the entire point, and I'm happy. However, you also seem to have a lack of awareness of other approaches, and this means that you're not really evaluating your game in a broad scope of how things can work, but instead only in comparison with nearby styles -- styles that are still, largely, similar to you own. This is what gives rise to your claims that the players have lots of options to choose from because they do compares to a similar game that has a prepped and planned plot. Both games feature the GM as the setting and the GM as the core resolution method (ie, the GM decides is the core mechanic -- the GM decides what happens, or the GM decides to engage which mechanic -- the players do not do this). The difference is whether or not the GM has a planned plot arc that the players are intended to engage in. So, rightly, in this comparison your statement are true. However, if we look to a larger field of styles, the similarities between your approach and, say, a published adventure path are stronger than the similarities between your approach and a game where the players really do drive the action (look to Blades in the Dark as a key example).
That's my point -- not to say you're doing it wrong (if you're having fun you're 100% doing it right!), but to point out that you placement and assumption of freedom isn't as strong as you think it is, if you just broaden the scope of your comparisons.