A well-designed sandbox would present multiple avenues of exploration so the PCs aren't locked into one particular thing (e.g. "Do you want to go to the bandit camp, the goblin caves, or the wizard's tower?" — for the sake of the GM's sanity, it's probably best if the PCs decide that at the end of the season before going there.). But the word "well-designed" is doing a lot of heavy lifting there.Sandbox play is a lie. In the end the players always end up doing what the DM presents.
There….i said it.![]()
Many Savage Worlds campaigns are built using an interesting hybrid method, where the campaign has a few fixed points but with lots of opportunities for other stuff in between those points. For example, 50 Fathoms (a nautical fantasy setting/campaign) has a total of ten or so fixed points, but as you travel between those you will be anchoring in many other locations which have their own adventures.