So does that mean I've also established certain points? Even where they contradict yours?
I'm not unaware of the history of RPGing. I'm the person who brought Gygax's PHB into the discussion. I'm the one who has used Lewis Pulsipher's writings to help frame the distinction between the wargame-y sandbox and the quite different "living novel". I don't see why you feel the need to condescend to me.
So, what makes it "organic" in a sandbox campaign? Is this meant to imply that what I described, upthread, in my Prince Valiant, 4e D&D and Burning Wheel games is not organic? If not, then what would an example of "not organic" look like? Is it possible to say anything about what determines whether there is uncertainty sufficient to warrant a roll? When is the GM supposed to allow for an extraordinary outcome, and when to ensure that events stick to prosaic normality?
If a player thinks that an extraordinary thing should be possible - which would seem to be the case, if they declare an action that posits the extraordinary thing as a possible outcome - then what reason does the GM have for taking a different view? Are you assuming that players will declare actions whose outcomes they would regard as lacking verisimilitude? Or is there some other virtue gained by having the GM able to affirm their conception of what is possible over what the player thinks is possible in the circumstances?
Sorry, but most of our discussion has centered on your analysis and critique of my approach to sandbox play. I haven’t yet seen a clear or cohesive articulation of your own philosophy, just isolated points, counterexamples, and hypotheticals. If you’ve laid it out elsewhere, great, but I haven't seen it in our discussion in this thread.
I’m aware of your references to Gygax’s Player’s Handbook and Pulsipher’s writings. I didn’t take them as condescending, should I have?
Regarding extraordinary events, I’ve already explained how they arise in my campaigns and linked to a relevant blog post. If any part of that was unclear, I’m happy to answer specific questions. As for how other systems handle extraordinary outcomes, my focus in this thread has been to explain the techniques I use to run sandbox campaigns, not to contrast or critique other playstyles.
Your last paragraph highlights a fundamental misunderstanding of how my campaigns actually function. In my campaigns, players do not formally “declare actions” in the sense you describe, except in structured situations like combat. Instead, they roleplay their characters verbally and visually, often using miniatures. When I referred to first-person roleplaying earlier, this is what I meant: play unfolds through natural back-and-forth interaction between myself and the players. They speak as their characters. I roleplay the NPCs. The flow adapts to the needs of the moment. It’s closer in spirit to LARPing than to any kind of narrative first mechanic. Even in combat, I still stress “describe first, roll second.”
Extraordinary events emerge from play, typically when I make hidden rolls for NPC reactions, or when players make skill checks, usually during roleplay. An extraordinary result leads to an extraordinary outcome.
A good example of this was during one of the times I playtested my Deceits of the Russet Lord adventures. The Russet Lord was a powerful winter sidhe lord with designs on a local pilgrimage site called Woodford. Keep in mind there were hours of roleplaying prior to the situation I am about to recount. That by the time the party entered the Russet Lord's lair they were well aware of its nature, although not of its details.
The situation occurred toward the end when the party found the Russet Lord's lair and made their way to his throne room. There was a bit of first-person roleplaying at first, with me as the Russet Lord and the players as their characters. The group was a bit cocky and disrespectful, particularly the burglar in the group. I, as the Russet Lord, lightning-bolted the burglar and demanded the party's surrender.
They steeled themselves to make a last stand and were ready to begin combat and roll initiative. One of the players, who was roleplaying a knight, stepped forward and challenged the Russet Lord. Now it wasn't a "I challenge you", no, the player made a short but awesome speech that was very much on point in regard to the Russet Lord's sensibilities. The player didn't have any special insight or information about the Russet Lord but made a very good educated guess based on what I did and said while acting as the Russet Lord. He tailored how he roleplayed his speech accordingly.
A Locution check was called for, and the player rolled. Based on the player's speech and the Russet Lord's personality, if the player rolled a normal success, the Sidhe Lord would let him go and kill the rest of the party. The party had wrecked part of his lair, they weren't going to escape his punishment. But the knight made an impression on the Russet Lord, and that gave him an evil idea, so he was willing to let the knight go for a time.
But the player rolled a natural 20 on his Locution, so the above never happened. Instead, as the Russet Lord, I said yes and accepted the knight's challenge. I, as the Russet Lord, and the player, as the knight, squared off and fought—and the knight won.
That’s what I mean by “extraordinary events” in sandbox campaigns. They don’t happen because the referee or the player wants them to. They happen because an emergent situation develops, and an unusual roll interacts with roleplayed intent in a way that’s consistent with the setting. That’s what makes it organic.
I know you’ve expressed criticism of this approach. And I’ve seen it suggested, directly or indirectly, that referees who run games like mine are tyrants or black-box narrators. But this style has worked for me and my players across decades of campaigns. It won’t be to everyone’s taste, just as no single system or approach can be. And that’s fine. The diversity of techniques in this hobby is a strength, not a flaw.