Spending 10 minutes talking to the NPC you're buying boots from is one thing, spending two hours talking to that NPC is something else...
If the players love their cobbler that much, then clearly I have underestimated how well I played him or her, and should be thinking about what else I can do with this NPC. That's straight up free player investment for zero effort on my part. Why would I turn down the opportunity to draw my players in with something they
already love?
Ahem, no, I don't railroad. But are you seriously OK with the PCs going off and doing whatever? Really?...
Yes. I have told my players as much. If they wanted to straight up leave behind the whole world their characters have known and go to some other continent, they have the freedom to go so. If I have prepared a slate of various things, and my players genuinely look at all of it and say, "Meh, that's not very interesting, we want to do this instead," that's not a fault on their part, but on
mine. It means I failed them as a DM, and I need to work to fix that failure.
Fortunately, my players actually do enjoy what things I have prepared and how those things evolve as a result of play, or how new things enter into play without any prior intent. I have no need to go back to the drawing board and wonder how I got things so wrong.
And IMHO, anyone who GM's a pure sandbox campaign like you're suggesting, has a lot more time on their hands than I do...
I don't run a pure sandbox. I just respect my players' autonomy. That is a check on me as DM. It makes sure that I actually put out content worthy of my players' attention and investment.
Absolutely. That's why I vastly prefer old-school combat. It's something dangerous that could go either way unless you drastically put things in your favor, and once you do...there's no point actually rolling. Win the fight before the dice are rolled. Mindlessly charging in and always winning is the epitome of boring to me.
How odd. My experience of old-school combat has been precisely the opposite. Well, almost. Either you mindlessly charge in and win, or you mindlessly charge in and lots of PCs die. And that very thing you speak of, "win the fight before the dice are rolled," is
incredibly boring. Because it means there was never any challenge in the first place. There was never actually a threat at all, just a bookkeeping effort, no different from the logistics you mentioned in the part I snipped out.
It is only in an actually tactical environment, where the choice you make this round, this
turn, affects the state of play considerably, that there is actually a possibility of gameplay worthy of paying attention. "You rolled poorly, congrats you're dead" is just as boring as "you win because of course you win." Moreso, really, since at least with the latter there's the possibility you could still run into things you can't beat. There's no possibility of running into
anything once a character is dead. They have ended, and everything that matters about them has ended as well.
Mega lethality jumps the guaranteed results from one to an
astounding...two. Not really my idea of depth. Doubly so when 90% of the time your actions in combat boil down to "hit thing," "run away," or "do painfully obvious environmental thing (that you'll probably fail at anyway)."