Sure, it's possible. But we were talking about the idea that prep adds depth, and so I was asking how deep a setting may seem to the players after only an hour of play.
In my experience, how deep the setting will feel after only an hour of play is going to depend on what the players bring to the game.
IME, after just an hour of game the players are still trying to get to know each other and figure out why they're hanging out together. The depth of the setting rarely matters at this point.
The depth of the setting matters, in my experience,
after that. When the players really begin exploring.
To me, a lot of the problems that have been mentioned... the players deciding to nope away from the GM's cool setting stuff and similar issues... arise because the GM has a significant amount of investment in the setting before play even begins, and the players simply will not have that right away, if at all. They may be content with what play involves, they may even flat out love everything from the very start... if so, that's great!
I've never experienced that at all, except in cases where (A) the setting is a commercial one (the Realms, or the World of Darkness) and (B) the GM expects the players to know it all from the beginning rather than uncover it during play.
But if that doesn't happen. Or if things take too long to "get to the good stuff", it's possible the players may get bored or antsy or not pick up what's being put down by the GM... they may then seek to find some interest in some other way.
That depends on what is defined as "the good stuff."
If on the other hand, the sandbox is generated as a group activity, using the ideas of all participants, and using methods that are tailored to this approach... there's little chance of such a mismatch in setting investment.
Of course, then there's a potential for a mismatch in player interests. Like, in my group, we have a couple of players who really like anthros and I... don't.
I do agree that having players work with the DM to make the world is great--but have to note that not every player
wants to be involved in worldbuilding. Some find it boring. Some players have lots of time to invest in it, and others don't, leaving those players feel left out.
These would all be different situations than the one I described.
Yes. Why focus on on the potential negative?
Sure. And here's the thing... those settings aren't exactly deep, either. There's metric f-tons of material for them, especially the Realms, but most people wouldn't really call the Realms all that deep in and of itself. Can it be made so? Sure, parts of it... with the right group. Otherwise it's very much just a mish mash of genre and tropes and so on.
I think you may have a very different definition of "deep." The Realms may be a mash of genre and tropes but there is a
lot of world info and lore.
Apocalypse World and Blades in the Dark both spring to mind. They both include advice about changing the game... so it's not that either is saying that every single rule needs to be followed absolutely at all times. But each has plenty of direction on how to GM and what to do or not do, and why.
In the case of BitD, that has a very distinct world
and purpose to the game (play as member of the criminal underbelly). So for that, it really wanted to focus the game on what it's intended for. And AW was literally the first game of its kind and thus was trying to differentiate it from the other games.
Well, if I'm being railroaded, do you think it really matters if it's something that the GM wrote weeks before or that he just decided?
We're talking about sandboxes, not railroads. And that's on that particular GM, not the game or type of game.