hawkeyefan
Legend
These things are completely different. If you plan a plot ahead of time, you already have a plan for what the players should be doing. If you are reacting to actions the players take and creating around that, you are letting them go do whatever. I've been on a railroad and I have been in a pure ad lib session (one that wasn't a sandbox but where the GM just ad libbed everything). Those are two totally different experiences on the player side
I think that there are a lot of factors here. I was responding to a specific exchange in an attempt to clarify the point. In a basic way, they are both examples of the GM deciding.
How the GM decides... what factors are being considered... those may make the things different.
I agree that how a GM makes this decision is going to matter. And in a sandbox a lot of people are going to prioritize what makes the most sense in terms of consistency, believability, established facts of the setting. But I also do think you can take this too far and leave out the fun if you aren't careful.
Yeah, the how is the important part.
As for a sandbox... I think I have a very different take on what it is. To me, a sandbox has always been a noun. It's a thing. You guys speak about it like it's a verb. Something you do. I think this is why a lot of the questions about what it means come up... because to me, the "how" of a sandbox is unclear.
When you're asked about processes, you never reply with specifics, and you talk about how you hate prescribed methods and so on... so what does sandbox mean? It seems to be a range of methods that are up to the GM to choose. Which is pretty indistinct.
I ran a game of Spire: The City Must Fall and I would say that the setting was very much a sandbox. How was it so? I can actually provide specifics on my methods and the material that made it so.
Who says the GM is just randomly deciding?
The exchange I was responding to was about a GM deciding things on whim.