Hussar
Legend
I totally agree with this. And that's generally my point. When people claim "My game is a sandbox", I tend to read it as more of a "feeling" than an actual fact. Mostly because IME, it's mostly likely that a sandbox is more "You have more options for doing stuff" than in a linear game. It's a question of degree, not kind. I mean, the Curse of Strahd is a pretty open sandbox campaign module. But, like you said, you're going to face Strahd in the end. You start at A, proceed through B-F in order of choice and then arrive at the G spot at the end.I don't think the players need to add to the game world in order to make it more of a sandbox than a linear game. All they need is the option to choose direction; admittedly the choices are limited to the world as the GM imagines but it is still far more freedom than playing typical published modules like Tomb of Annihilation. In ToA you may have some freedom on how to go through the jungle but you know that sooner or later you're going to have to face the big bad. That overall trajectory being predefined is what, to me, defines a linear game.
My games may not be pure sandbox but they certainly aren't linear either.
Again, totally agree with this. D&D isn't particularly well suited to pure sandboxing because the players simply don't have any ability to change the setting. It's too reactive to be what I would call an actual, non-linear sandbox. That was certainly my experience with Ironsworn where I literally had no idea what would happen by the end of each session, even though I was running the game.While I realize that this particular thread is about D&D, there are games where the players create as much world-content as the GM, or even more. For instance, in Fabula Ultima, players make the world while GMs merely "take part" in the world-planning sessions.
Which suggests the lesson here might be, if you want a 100% true sandbox, either play a game other than D&D or use another game's suggestions in your D&D game.