I’m not cherrypicking anything. Someone posted that quote, and I gave my thoughts on it.
Nothing you’ve posted changes what I said. I don’t think that the game is meant to be played with the GM as the absolute authority.
Adding to that: the phrase
the GM determines the outcomes of actions declared by players for their PCs does not entail that
the GM is not obliged to follow any rules or abide by any principles in making that determination.
I mean, as an examiner I'm the one who determines my students' results, but that doesn't mean I just make them up!
It's completely left up to the DM and the group though.
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It's also just personal preference. I know a lot of my players would feel put on the spot if asked to describe a scene, some people just aren't good with that kind of spontaneity.
Yes. I didn't assert otherwise. In the post you quoted and replied to, I said
I think this sort of approach is far more viable in D&D than threads like this current one seem to allow. The fact that you, or some others, prefer an approach of GM pre-authorship doesn't contradict or even speak against that claim.
The baseline assumption is that the only thing the player has control of is their PC and what they attempt to do. In my campaign I have people run things past me before they become "real" for their background because I run a consistent campaign world. If I just let them make stuff up it could conflict with established lore they aren't aware of.
I'm all for open sandbox style campaign if
everyone including the DM have agreed to it.
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As
@overgeeked points out the default assumption is that the DM is in control of the world, the campaign, the story arcs. If the DM wants to have a more collaborative game, that's fine too. But there is no one true way, there are many ways to play the game.
To equate to real life, think about something that happened to you recently. Maybe you almost got in a car accident a few days ago, or maybe you overheard a loud argument between two people as you walked to work/school, or maybe that odd girl who kept to herself just got fired. See those things? Those are "story arcs" that you didn't (or chose to not) get involved in. Same thing a fantasy world. Your PC made his Dex Save to avoid getting hit by a run-away horse cart? Story arc averted. Ignoring that loud argument you heard? Story arc ignored. Choosing to not pay much attention to that odd girls firing? Story arc dodged.
That doesn't mean that these "story arcs" aren't going on. They still are...from the perspective of the horse-cart owner, the two people arguing, and that poor odd girl who just got fired. That your PC isn't currently involved in them and you, the Player, are sitting there thinking "This is kinda boring...there's no over-arcing story going on, simply means that you didn't pay attention or get involved.
Anyway, I thought it interesting to point out that, for me at least, there are TONS of "story arcs", or at least potential story arcs, going on in my campaign constantly.
My understanding of a typical "sandbox" is that the GM authors a reasonably large amount of backstory; and that much of that backstory consists, at least implicitly, of
potential situations: ie notes to the effect that,
if the players declare actions that result in their PCs arriving at place X
, then event Y will occur (where event Y might be anything from
finding a dragon cave to
seeing a battle in progress, if the sandbox includes "freeze frame" areas). For the sandbox to work at all, it has to be fairly easy for the players to succeed on their action declarations about moving from A to B. And for the sandbox to be fun, the potential events have to be interesting ones.
Nothing about a sandbox involves giving the players authority over backstory. It does involve giving them authority over
situation, because they can be expected to make action declarations about where their PCs go that reflect the sorts of events they want to occur (eg if they want events like
fighting pirates) they will declare actions to move their PCs towards the sea rather than the mountains.
I don't think it is at all essential to a sandbox that the GM, in their mind, be imagining all sorts of "story arcs" going on that involve NPCs. That's essentially the GM writing their own fan fiction. It may be fun for them, but is largely orthogonal to RPGing.
The method of
asking questions and building on the answers, which is used in Apocalypse World and which I said can be used in D&D more than is typically allowed in discussions like this, has nothing really to do with sandboxing. It's a technique for sharing authority over both backstory and situation. Of course those who use the
ask questions approach are also playing in consistent campaign worlds. The way they avoid the inconsistency that
@Oofta alludes to is to not have all the pre-authored backstory with implicit situation that is typical of a sandbox.
Ask questions and build on the answers fits better with "no myth" or "no myth"-ish approaches than approaches that lean heavily into pre-authored backstory. (With Apocalypse World and its offshoots - eg most people have heard the Dungeon World phrase "Draw maps, leave blanks" - probably being the best known examples of "no myth"-ish systems at the moment.)